Cerny gave a simple explanation on why they went with fewer CUs at higher frequency as opposed to more CUs at a lower frequency. Quoting Eurogamer, quoting Cerny:
[snip]
Price might've been a factor as well, dunno.
That explanation sure has the sound of someone really wanting their inferior solution to look better than it is. Sure, caches and other things will run faster, but the amounts, bandwidth etc. will also be lower. Adding more CUs also adds more cache etc., and pretty much every "advantage" he extolls here is countered by building a wider GPU, at least one that's also backed by solid caches and VRAM.
Also, compared to the XSX's fixed clocks, variable clocks (even if they're
using AMD's clever SmartShift to allocate power between the CPU and GPU) are a poor fit for a console. And it's not like it will matter much when the maximum boost numbers for both parts are lower than the competition; all that tells us is that even in a best-case scenario for PS5, it's still slower across the board in
both CPU and GPU power.
Even if the presentation was filmed a few days ago I am still tempted to think the PS5 engineering team spent the past 48 hours furiously overclocking their APU with the marketing team breathing down their necks
That SSD looks like a beast though, very interested in how good a job it does in compensating for the VRAM bandwidth deficiency. Also very interested in how they will certify m.2 drives for add-on storage considering no m.2 drive on the market is even close to those numbers in sustained performance.
Likely it will use the SSD space as some type of lower level memory, loading textures directly from the SSD during gameplay?
NVMe standard pales in comparison, as always the PC users get less
I agree that this drive is bonkers, but "as always PC users get less"? What on earth are you on about? The last time consoles were faster/better than PCs were in the mid-to-late 90s ...