Interesting comparison using a GT 1030 GPU + Athlon 5350 (Jaguar) CPU to mimic Switch specs. Can't wait for the upcoming DF's comparison with that Jaguar CPU against the Jaguar on current-gen consoles, very curious to see those.
I had an Athlon 5350 myself a few months ago and paired it with a GTX 970 (just for fun). And ran DOOM using Vulkan and OGL, and well, here's the result:
It's running on Ultra settings in both the shots at 1080p on Athlon 5350/GTX 970 (both at stock speeds).
The only difference between these screenshots is the API. Just switching from OpenGL to Vulkan API yielded 132% boost in avg. frame-rate. Also,
check out the CPU utilization in both.
Unsurprisingly, it shows how much overhead these high-level APIs (DX11/OpenGL) incur on low-end, mobile CPU like this on PC. While also giving a clear picture as to how devs are able to get the most out of those 8-core jaguars inside current-gen consoles (and also the A57 CPU inside Switch), and are able to achieve 60fps or close to it in titles like DOOM, pCARS etc. by using techniques specific to that console hardware and their own APIs that are supposedly even more low-level than Vulkan.
Anyways, thought I'd share this interesting little results I came across a few months ago. I extremely apologize for going a bit off-topic as this is a thread discussing DOOM on Switch. And not about PS4/XB1/PC CPUs and their APIs. Really sorry!