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Pemalite said:

The number of compute units is a non issue.

If you have 16 Compute units @2ghz, then in theory they would perform the exact same as 32 Compute units @ 1ghz. It's a function of clockrate x compute units... And because of that, their bandwidth requirements would be identical.

The thing with the Playstation 5 is that in general it has about 20% less GPU capability on many fronts in an ideal perfect situation, it may even be greater than that depending on how the Playstation 5 manages clockrates when the entire system is loaded down.

The Xbox Series X doesn't actually have split memory, it's a single memory pool, it's just that a large part of that pool runs at a slower rate, so developers will need to ensure that certain parts of a game operate in the faster memory and other parts operate in the slower memory depending on how bandwidth intensive those individual tasks are... Microsoft is also using a chunk of that slower memory for the OS/background tasks, so the impact of that slower memory pool should be lessened for gaming.

Either way, without a doubt the Xbox Series X does have the bandwidth advantage... But this goes back to my point that there is more to both sides of the Playstation 5 and Xbox Series X story than the raw specification sheet numbers might imply.

Not really.
The Xbox Series X should be able to include higher quality implementations of global illumination than the Playstation 5, whilst the Playstation 5 has higher quality texturing.

So whilst the Playstation 5's GPU is formidable (Remember MPixel fillrate on the PS5's GPU is better than the Xbox Series X's GPU and probably Geometry as well), the Xbox Series X does hold the overall edge.

How much is it going to matter? Like I keep saying, we need to wait on the games and see what developers do with each piece of hardware.

It also depends on the type of game, for example big open world games that rely on lots of objects and geometry, will probably run best on Playstation 5.

Games that do allot of heavy scripting, physics, impressive lighting like a corridoor horror shooter... Will probably be best on Xbox Series X hardware.

Provided developers optimize for the various hardware nuances, there is never any guarantees for that.

I was using it as an example that not all Switch games are built with mechanical drives in mind, in-fact I would say that any Nintendo exclusive probably doesn't as Nintendo has not ever had a mechanical hard drive in a mainstream console release before.

You had the Nintendo 64DD... But that was more a peripheral.

The problem is the raw performance and the GPU capability for PS5 and Xbox SX , are different. The  amount processing features on PS5 is 18 % slightly smaller than Xbox  , thus it doesn't need to have more than that.   PS5 has  more than enough for that type GPU. Even Nvidia RTX 2080 has the same RAM bandwidth with PS5 

Like u said Xbox memory are split , one for system/OS  and the rest for graphic,  .they need to ensure the slower keep up with faster pool and the faster pool need to match the slower ones. the end result it will be ended the same with PS5 RAM speed

Global illumination can be also produce on CPU or in fact is software solution rather GPU solution. With costume IO , PS5 CPU are free from workload and can be calculate more on the CPU side . Global ILlumination are software raytracing, it can do on CPU side. I can see Xbox doing the same thing but Xbox has more GPU compute so i dont see why xbox doing the same thing with PS5 unless they trying to add another complex algorithm physics calculation or using path tracing. I can see that Xbox will relied on path tracing a lot rather then GI and PS5 will be relied more on GI.

The benefit of fast asset streaming does not mean in only applicable on open environment,  you can add a lot of detail and hiqh quality assets on close environment without affecting the performance (UE 5 inside the cave demo). The faster the speed is the more data , assets you can stream/transfer and the fast data you can calculate. 

the idea of SSD and costume IO  is you dont have to do a lot mapping, resteriser  and geometry calculation anymore on the GPU, all rendering has been pre baked on the virtual geometry 

you can check this research by Tim Sweeney 

Nintendo Gamecube, Wii and Wii U were using mechanical disk input , a lot of their games still has loading methodology. They should break from that methode with Switch, , but i think there is more then SSD for UE 5, i can see that IO doing most of the work