A First Look at Metal Performance on the iPhone 6s
flexmonkey.blogspot.com
flexmonkey.blogspot.com
I found this Vulkan video from Siggraph exciting
https://www.youtube.com/watch?v=quNsdYfWXfM
There are several demos shown which demonstrate the advantages of getting rid of the draw calls. Not only can you draw a bunch more stuff but you also get much of your CPU back to do other things.
The showed one example doing 400k effective draw calls on some tablet which would be impossible with the older APIs.
See here for a start -- this post is extremely enlightening on the situation:
http://www.gamedev.net/topic/666419-what-are-your-opinions-o...
NVIDIA has sunk millions into their driver, to the point where major games developers only test on NVIDIA, NVIDIA is the reference point, etc., and it's super hard to play catch-up. They have a market share so big that they've convinced you that everybody who isn't NVIDIA is terrible at writing drivers.
All major consoles this generation use AMD-based GPUs, and they seem to work fine.
https://youtube.com/watch?v=lgxVYl_pslI
A lot depends on what kind of math you do on each particle. A smartphone has no chance against a modern desktop GPU.
Simon here - I'm the FlexMonkey in flexmonkey.blogspot. I actually did some side by side comparisons with El Capitan beta a while ago and the performance of my MBP wasn't too dissimilar to my iPad Air 2: http://flexmonkey.blogspot.co.uk/2015/06/cross-platform-meta...
There are some issues with Metal under the latest 10.11 build, when they're fixed, I'll take another look.
Cheers,
Simon
( For those of us that ended up in here due to that, it looks like some people have done some testing. https://www.youtube.com/watch?v=EPGzLd8Xwx4 )