Brother, you can't just "I'm rubber you're glue" me. I have provided lengthy explanations of exactly why you're wrong point by point, and pointed you to my sources. Your initial comment was a blatantly incorrect statement, followed by a lot of jargon salad that has nothing to do with the subject of your initial comment (dual-issue instructions and how they work).
You are literally a child who cannot handle being told they're wrong.
I did read that article last year. Nowhere in it it disproves anything I have said in this thread. In fact, that article only mentions dual-issue instructions exactly once, and doesn't go into any detail about what they are or do exactly. There is nothing to be learned about this subject in that article.
This is, once again, you just throwing some unrelated nonsense into teh discussion hoping not to get called out on it, in your desperate attempt to save face.
Again, this is how we know you have no clue what you're talking about. You can literally look at actual benchmarks of Starfield (
https://www.techspot.com/review/2731-starfield-gpu-benchmark/) and see that RDNA 3 cards (with dual-issue) DO NOT outperform comparable RDNA 2 cards (without dual-issue). The RX 7600 (supports dual-issue) sits in between the RX 6650 XT and the RX 6700, exactly like it does on every other game.
On that same benchmark, you can also see that Nvidia GPUs that support dual-issue instructions DO NOT outperform Nvidia GPUs that don't support it. You can see the RTX 3070 and the RTX 2080 Ti perform the same, exactly like they do on every other game. That benchmark shows that, for both AMD and Nvidia, the support for dual-issue instructions provides no advantage whatsoever.
Also, it's again hilarious that you start your reply by telling me I'm "unable to interpret text", when you literally are unable to understand the meaning of your own quote from Chips and Cheese. Chips and Cheese is not proving your point here. Saying "certain instructions can execute in dual-mode on RDNA" does not mean that dual-issue instructions have any relevant impact in game performance (because they don't, the Starfield benchmark I linked shows exactly that). I said myself a few replies back that some shaders here and there, particularly some compute shaders, can benefit from this feature. But they are such a small portion of the entire graphics pipeline that their impact is insignificant and its effects on actual performance/framerate are basically null. Which is what you can see in the benchmarks, GPUs that support dual-issue don't perform any better than their counterparts that don't support it.
But all of this is besides the point. It doesn't even matter that dual-issue instructions is an irrelevant feature for 3D rendering. Even if it were relevant, implementing support for dual-issue instructions would need to be an engine feature, and since every engine is multiplatform that support would apply equally to consoles and PC. So even if dual-issue were relevant for rendering, which it isn't, your initial statement that "consoles will be much more focused on implementing dual-issue" would still be wrong.