For the low silicon cost and the benefit over the lifetime of the systems, PS5 and Series consoles were absolutely right to add in (small) custom hardware blocks for SSD decompression. It's not the awesome-sauce bonfire of conventions that we're told it is at the start of a generation ... but it is pretty cool and worthwhile. And it will be lasting benefit, I reckon.
Too many people expected WAAAY too much from fast I/O.
It's a lot of benefits, but it was never going to deliver a graphical uplift like previous generation switches.
What it does do, however is transform how games are experienced and gives the hardware more of a graphical IQ uplift than if they had spent the money on some other, more traditional part of the console. In other words, you wouldn't be able to appreciably increase GDDR memory size or GPU core counts (silicon be expensive now) for how much the new I/O subsystems in the consoles cost and the benefit they would have brought was less than what fast I/O potentially brings.
Even assuming you "could" chose to double GDDR memory instead of going for NVME SSDs combined with fast I/O silicon and API changes, imagine having to load that increased amount of GDDR memory from a mechanical HDD?
This generation was always about compromises and going after low hanging fruit. Moderate increases in graphics fidelity due to modest increases in GPU and memory. Large increases in the console experience via Fast I/O with fast I/O also contributing somewhat to graphics fidelity (just not in mind blowing traditional gen on gen console ways like some were hyperbolizing). Large increases in playable framerate and thus a SIGNIFICANTLY better gameplay experience due to the massive increase in CPU speed which again only contribute slightly to increased graphical IQ in comparison to previous console generation switches.
However, from a PC perspective the most important potential thing that this generation's focus on fast I/O brings is making developers rethink how they code games in order to take advantage of SSDs. Unfortunately, here it's diappointing with most developers still choosing to not code specifically for fast I/O. Even without DirectStorage on PC, just coding for SSDs gets a developer/game probably 80% or more of the speed increases that Fast I/O can bring to games (IE - R&C might not even need DirectStorage to match PS5s fast I/O as long as Nixxes properly adapted the code for SSD usage on PC). But instead, we have the vast majority of developers still choosing to code for SSDs and fast I/O in the same way they coded for HDDs in the past ... even for "next gen" ("current gen")
only games. I could sort of understand a developer not wanting to have 2 separate I/O paths for previous gen and current gen consoles (laziness, multiple paths for rendering, CPUs, etc. used to be common in the PC space) for budgeting reasons (not necessarily laziness
), but for current gen "only" games? Bleh!
Regards,
SB