Triangle rasterisation is 4 triangles per cycle.
- PS5: 4 x 2.23 GHz ~ 8.92 Billion triangles per second
- XSX: 4 x 1.825 GHz - 7.3 Billion triangles per second
Triangle culling rate is twice number triangles rasterised per cycle.
- PS5: 8 x 2.23 GHz - 17.84 Billion triangles per second
- XSX: 8 x 1.825 GHz - 14.6 Billion triangles per second
Pixel fillrate is with 4 shader arrays with 4 RBs (render backends) each, and each RB outputtting 4 pixels each. So 64 pixels per cycle.
- PS5: 64 x 2.23 GHz - 142.72 Billion pixels per second
- XSX: 64 x 1.825 GHz - 116.8 Billion pixels per second
Texture fillrate is based on 4 texture units (TMUs) per CU.
- PS5: 4 x 36 x 2.23 GHz - 321.12 Billion texels per second
- XSX: 4 x 52 x 1.825 GHz - 379.6 Billion texels per second
Raytracing in RDNA2 is alleged to be from modified TMUs.
- PS5: 4 x 36 x 2.23 GHz - 321.12 Billion ray intersections per second
- XSX: 4 x 52 x 1.825 GHz - 379.6 Billion Ray intersections per second