Well, memory "bottleneck, was mainly due to the 4GB limitation of HBM1 ( Fiji )... Triangle output ( for tesselation ), i will say it depend the game ( we will see what this new geometry engine do on Vega ). Benchmark with extreme tesselation dont say all. ( if games us extreme level, this will not help ). The real advantage has Nvidia ( and who was a big secret ), used since maxwell is the tiled-based rasterization.. Vega will got it too. This technic is used a lot on mobile GPUs. http://www.anandtech.com/show/10536/nvidia-maxwell-tile-rasterization-analysis http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/ It accelerate a lot the process of rendering frames, triangle output ( by not computing what is not needed) and have an extreme impact on Power usage. Basically rendering only what is needed ( without having to cull anything ). The most funny is nobody was know it was used in Maxwell allready.