There is. Effective memory bandwidth. Effective meaning taking color compression into account where NV is way, way ahead of AMD. While GTX 1080TI has similar bandwidth to vega, it's effective bandwidth is much higher.
Why wouldn't AMD claim such facts themselves, being faster than 1080Ti in future titles? Why are they pricing it like a gtx 1070/1080? It either means it's not true or no such future titles are anywhere on the horizon. I'm sure you are aware that many cool features in GPUs actually never got used because they required software optimization?
Memory Bandwidth is actually directly related to TileBased Rasterization. If in games, the features was inactive, which testing done by PCPer actually proven to be correct, and AMD engineers saying it was actually disabled for them to push the GPU out, there is no wonder why effective memory bandwidth suffered so much in Vega.
A lot of features related to
memory controller were
disabled, and you think that Vega FE is representative of performance of architecture and Vega GPU?
Of course there is. Fewer ROPs (64 vs 88), narrower front-end (4 triangles/clock vs 6), and potentially less memory bandwidth (thermal throttling) with somewhat less effective delta color compression.
And no, primitive shaders aren't a magic solution to any of this. Primitive shaders help more effectively cull what WON'T be displayed. When it comes to what WILL be displayed, the 1080 Ti has a massive (~50%) edge in geometry and pixel throughput.
That is what I am saying, what will happen when developers will implement Primitive Shaders and Programmable Geometry Pipeline and we will compare front end between both of them? 10(GCN) vs 6(CUDA)?
Those features are tied together. Programmable Geometry Pipeline increases the throughput of Geometry, and it is part of Primitive Shaders feature. Primitive Shaders is explicit culling of unused geometry.
ROPs do not make a difference in performance of GPU, when you have culling techniques, and TileBased Rasterization.