I did not catch that in relation to the GPU, if time permits I may check it out later.
I didn't looked at those comparisons yet, outside of the central block which has the command frontend, geometry processor, etc.
It's quite a bit larger than on Navi10 but I don't know if simply some blocks where moved or if some blocks grew in size and function.
From my understanding no, since texture or ray ops are going through the same hardware units.
One may also call both simply texture instructions.
The texture adress unit is either doing work for texture sampling or getting BHV data for further intersection tests, that's why it's worded as 4 Texture ops or 4 Ray ops.
The hw implementation is the same between AMD's RDNA2 cards, the PS5 or Xbox Series.
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On a side note.
The Xbox Series has in total 8 Render Backends (4RBs per Shader Engine).
Each Render Backend has 8 Color ROPs -> 64 Color ROPs in total.
The PS5 has in total 16 active Render Backends, however each RB has only 4 Color ROPs --> also 64 Color ROPs in total.
As a visual example, the PS5 Render Backend configuration should look like on RDNA1.
(Some may notice that the new Render Backend design leads to less Depth ROPs per Shader Engine).
Nemez did a more precise die shot annotation based on a higher resolution image: