> I believe most of the benchmarks where Metal based in the Anand article
But that doesn't tell you anything. Being Metal-based doesn't mean they were designed nor benefit from UMA.
Especially since, again, Apple's own recommendation on big data (read: textures) is to copy it.
> Any back and forth between CPU and GPU will be faster with unified memory especially with a coherent on die cache.
Yes, but games & gfxbench don't do this which is what I keep trying to get across. There are workloads out there that will benefit from this, but the games & benchmarks that were run & being discussed aren't them. It's like claiming the sunspider results are from wifi 6 improvements. There are web experiences that will benefit from faster wifi, but sunspider ain't one of them.
Things like GPGPU compute can benefit tremendously here, for example.
> also PBO have been around for quiet a while in OpenGL:
PBO's reduce the number of copies from 2 to 1 in some cases, not from 1 to 0. You still copy from the PBO to your texture target, but it can potentially avoid a CPU to CPU copy first. When you call glTexImage2D it doesn't necessarily do the transfer right then, it instead may copy to a different CPU buffer to later be copied to the GPU.
> "Comparing the two GPU architectures, TBDR has the following advantages:
> It drastically saves on memory bandwidth because of the unified memory architecture. Blending happens in-register facilitated by tile processing. Color, depth and stencil buffers don’t need to be re-fetched."
> https://metalkit.org/2020/07/03/wwdc20-whats-new-in-metal.ht...
Uh, that blogger seems rather confused. TBDR has nothing to do with UMA, nor is Nvidia or AMD immediate mode anymore.
Heck, Mali was doing TBDR long before it was ever used on a UMA SoC.