Actually, all cranking up to maximum settings does is negate the majority of the advantage derived from the eDRAM due to its limited size. Which is why there's a pretty obvious trend of the AMD parts tested with 1866/2133 MHz DDR3 pull ahead of Iris Pro with 1600 MHz DDR3 as scene complexity/graphics memory footprint increases.
Not true,
That could only be said for 1080p Sleeping Dogs where every Intel iGPU almost produce the same fps.It is also the only game that IrisPro is the Slower Intel iGPU and that could mean that the eDRAM is having a negative impact or the driver is under performing with this eDRAM implementation.
BUT on the other hand, AMD Kaveri scales with TDP and number of Shaders (TMUs) as A10-7850K is faster than 65W and 45W TDP SKUs. Also, Since both 5800K and 6800K also using 2133MHz memory they are far bellow Kaveris performance. That is clearly an architecture/design advantage and not memory bandwidth.
Lets have a look at the other games,
Bioshock, Iris Pro @ 1080p is faster than A10-5800K that using 2133MHz memory in AT review
Tomb Raider, Iris pro @ 1080p is faster than A10-6800K using 2133MHz memory in AT review
Company Of Heroes, Iris Pro is faster than A10-6800K using 2133MHz memory at AT review.
So as we can see, Iris Pro with 1600MHz memory is faster than any Richland with 2133MHz memory (except in Sleeping Dogs). If what you said was correct 5800K/6800K with 2133MHz memory would be faster than IriPro.
Kaveri 95W TDP is faster than Iris Pro across all games at 1080p. Every Kaveri SKU from 45W to 95W using the same 2133MHz memory sees a nice scaling due to more resources of the iGPU (7850K has more Shaders/TMUs than 7700K/7600) and or higher turbo frequency due to higher TDP limit.
This is a GPU performance advantage, not memory bandwidth advantage. At low resolutions Kaveri and IriPro are Memory bandwidth limited. As the resolution and image quality gets higher the different parts of the GPU (Shaders, TMUs, ROPs etc) are becoming the limited factor bottle-necking the GPU. Simple, the memory bandwidth is not you limiting factor anymore because the entire GPU is waiting for the Shaders, the TMUs or the ROPs to finish their calculations first.