Lossy compression and shuffle and fill (which should be excellent for post-processing / screen-space effects) are going to be fantastic ways to improve real-world 3D performance, especially at the resolutions Macs run at.
Lossy compression should not affect performance, it’s a memory optimization technique. I don’t see much use of it on desktop gaming to be honest. M1 already does automatic lossless compression to save bandwidth anyway. Maybe you can get a bit more saving with lossy here, but nothing to make or break the game.
Shuffle and fill is an amazing addition to the compute shader repertoire. I was looking around, and I can’t find any analogue in DX12 or CUDA. So this seems to be a feature where Apple is ahead of everyone else. Unfortunately, I doubt it will be used in games any time soon, it’s too niche of an optimization and the hardware is too new. But pro software will adopt it quickly.
What can be really significant for games however are sparse depth and stencil. One can do some really cool things with it. And in general, sparse textures are one of Apples underestimated strength. They are the only company to ship this feature with good performance. Last time I checked, sparse resources were so slow on Nvidia and AMD thst they were practically useless.
At any rate, I fully expect the prosumer hardware to have these features.
The performance benefits from those features won't be reflected in the Geekbench metal score improvements either, so I think GPU-wise the real world improvements from A14 -> A15 are really significant.
Geekbench has multiple shaders that would benefit from shuffle and fill. Would be nice if they update them.