So you are saying that...
- Firstly, Sony were having trouble keeping both the GPU and CPU at 2 GHz and 3 GHz respectively.
- Now, Sony have no trouble keeping the GPU at 2.2+ GHz and CPU at 3.5 GHz...at the same time.
???
I'm not sure we need to explain it in a 100th time. It was perfectly fine the first 10 times, but now it's getting ridiculous.
The had problems maintaining 2+3 for a maximum possible load. Because it's a something that nobody does in hardware world.
XBSX claims that they do it, but that claim should be scrutinized, because that claim is unrealistic, not Sony's one.
Sony's claim is perfectly fine: when power hungry operations are used too much the GPU or CPU underclocks. It was a case for every GPU and CPU till now.
The novel thing is that they measure the load/power by profiling the instructions in real-time.
And yes any CPU vendor that states any frequency is doing it on an "average load" basis, and not on the "100% max load ever possible", which is usually a much much lower freq (like the 1.6GHz example for Intel on a 3.5GHz CPU).
For such cases the solution is most likely a different workflow instead of just using huge texture per object.
More like material/detail/decal textures/shaders combined to create result.
That's online lighting calcualtions. Using textures is a way of trading memory<->ALU. In the end if your pipeline is some sort of the "full" lighting solution RT/photon mapping/radiosity/etc. you don't need textures at all.
You have your materials and all their properties are calculated in realtime.
Unfortunately current state of ALU power prohibits such things from running real-time (even Minecraft-like graphics uses textures with RT).
Therefore pre-baking things is still the most viable solution. Essentially you use ALU for the most dynamic stuff in your frame or the stuff that's most visible as "dynamic" in frame. And statically bake all other things.
On the other hand there are a lot of other dynamic things that can be prebaked for a great effect.
For example the weather. It changes pretty slowly (like over ~1000 frames), so you can have essentially a full blown weather transition with SSD, where each weather change brings a whole new set of an environment animations/details/decals/textures for example.
You can have a permanent growth/damage/wear in a lot of places, which was a trouble to load in time with HDD.
Etc.
has to copy them across the slow bus into VRAM to draw
Not to mention that these copies are heavily CPU involved, because device buffer format is not the same as the host buffer format.
Which is another thing that is a consequence of an open-ended architecture.