AFAIK AMD doesn't have the same implementation as Nvidia.
AMD is still adding tessellators on to the design (same thing they did with Cypress and Cayman), whereas with Nvidia each SMX has it's own poly engine.
Doesn't change the fact that 290x has undisputably more tessellation horsepower than say, a 280x. It has 2x the geometry engines as Tahiti (Geometry engines each hold a tessellator).
With Hawaii AMD has doubled the number of geometry engines from 2 to 4, and more closely coupling those with the existing 4 rasterizer setup they inherit. The increase in geometry processors comes at an appropriate time for the company as the last time the number of geometry processors was increased was with the 6900 series in 2010, when the company moved to 2 such processors. One of the side effects of the new consoles coming out this year is that cross-platform games will be able to use a much larger number of primitives than before – especially with the uniform addition of D3D11-style tessellation – so there’s a clear need to ramp up geometry performance to keep up with where games are expected to go.
So those numbers are clearly being generated based on something other than hardware performance, it could just be because the benchmark is not working due to a driver issue or perhaps their method of testing only works properly on Nvidia.
AMD suggests to keep triangle sizes large, >16 pixels, to keep high rasterizer utilization - perhaps this is why only 32x and 64x performance drops off?
This could suggest some kind of deeper architectural problem perhaps, but either way it's tough to say and I just think those results are very questionable, and not showing the obvious and significant hardware differences.
Should still be much more powerful than Tahiti, though.
Ah, whatever. Expecting AMD to have full support for a card at launch would have been foolish. :|
Well, it's a small benchmark, not a game, so it doesn't really matter too much to end users. I would be more concerned about stuff like game performance issues!