It will reduce clock speeds according to power-usage (well actually after a predefined schema according to specific workloads) so the chip never goes above a specific "power stage".
So it is hard to say when the chip reaches which clock speed. Developers get fixed profiles so they can test what they can do under specific frequencies.
According to Cernys words, even >2Ghz is not really possible to hold stable under every workload. So we just can wait and see what happens.
My question was so poorly worded. I think that I have a general idea on how the ps5 dynamic clockrates work (lending power through smart shift, different consumptions depending on workload).
What happens to consoles with fixed clock speeds? Is the clockrates so fixed that only power draw can fluctuate or do consoles with fixed clocks allow devs to cap their games to lower clockspeeds, lower than what it's rated?
xbsx is said to be at fixed 3.8 without SMT but can a dev instead cap that to 3.0 while drawing the same power as it usually does at 3.8 or are they better off focusing on the 3.8 fixed figure.
The whole differing workload is throwing me off with fixed consoles.
I'm imagining that for fixed clocked consoles that the clockspeeds don't change and only the power consumption can change because different workloads have different power consumption as long as all of them are within the allotted power budget. Is this correct?
I appreciate the patience.