hmm. I would wait for a deep dive before you jump on this line of thought. You don't know how their memory controllers work, how many they have, and how their interweaving works out.No... but apparently i'm having trouble passing my message.
So, i´ll leave it be... Since I'm not managing to explain myself, I dont´want to pass the ideia that i'm trying to find problems on any system.
I'll just remind you guys of this case:
https://www.anandtech.com/show/6159/the-geforce-gtx-660-ti-review/2
You are looking at an absolute worst case and making this comparison assuming the memory controller won't fill the remaining 192 GB/s with other data.
But lets do this anyway for the sake of clarity. I will work out your scenario as to what should be happening at a simplistic, amateur but granular level.
Anyone feel free to correct me here; lots of senior members around lately.
Lets assume a best case scenario for PS5 that data needed is 512 bits.
XSX
1st clock cycle: 320 bits off the first 10 chips
2nd clock cycle: 192 bits off the remaining 6 GB chips and the other lanes are wasted
Total = 512 bits pulled in 2 clock cycles.
PS5:
2 clock cycles for PS5:
It will grab 256
Then another 256 bits
Total = 512 Bits
This is of course, if we assume the memory controller setup such that it will _not_ fill the extra lanes and in a situation where you have _2_ devices contending for memory. Then both are exactly equal in the worst case scenario you speak of.
But lets look at another case then:
If data was sized and spread in such a way that it was exactly 40 bytes or exactly 320 bits, or the best case scenario for XSX.
XSX will grab all this data in 1 clock cycle
PS5 will need 2 cycles to do this and on the second cycle it wastes the remaining chip lanes for the request.
Lets look at a real example then.
4KB or 40,960 bits. This is a standard hard drive block.
This divides perfectly into the 10x32 bit bus and it will access the memory all 10 chips every time in full 32 bit blocks. This is the case for anything in multiple of 4KB.
40960 bits is respectively:
XSX: 128 clock cycles
PS5: 160 clock cycles
They are the same memory speeds. So there are no additional differences here. So now XSX can start processing another request 32 clock cycles before PS5 completes.
What about 1024 KB then?
XSX: 32768 clock cycles
PS5: 40960 clock cycles
Alright so from this we see that if the memory is not full, XSX can go much faster than PS5.
So lets look at the worst case scenario, all 16 GB is full. Lets have them race to offload all 16 GB.
Well earlier I showed you that it would take 2 clock cycles for XSX to take 320 bits off the first 10 GB chips followed by a second clock cycle to take off 192 bits off the remaining 6 GB chips.
In 2 clock cycles this equated PS5.
So that means in a race, for the first 6 GB of 16GB, they will be equal in the number of clock cycles to clear out 6 GB.
The remaining 10 GB, XSX will blast through it before PS5.
And there you have your scenario played out. And this is why we don't average speeds.
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