What’s interesting is that the Xbox has it too, but in a much more gross sense. There’s an implied higher level of switching activity in SMT, so MS dropped the clocks to compensate. I think this is flying under the radar because the conditions are much more cut and dry. I think both are interesting and novel solutions though. MS’s add developer choice while also allowing a “set and forget” so they’re not making their jobs harder.
I wonder if Series S will have identical CPU modes and clocks to ease compatibility concerns?
My understanding of the why not for SMT was that if code was very "branchy" (can you tell it's been 20 years since I did this stuff) the ratio between time spent doing work versus time spent waiting for memory fetches shifted to where the cost of switching between threads cost more time than the wasted time cost of a stalled thread alone. Typical examples of this were stuff like web serving or other INT heavy tasks, I'm not used to thinking of games as being in that mold or is it just that I took a simple example and span it out too far in my mind?