DavidGraham
Veteran
Yeah, I theorized earlier that bandwidth plays a major role in this, but apparently I am wrong, even with the 16GB GDDR6 of RAM, the Ryzen 4800S is way behind, keeping in mind that on PC it has no memory contention problem or reserved OS cores.I suspect that's because in a console the developer will specifically code around the CPU's weaknesses (less cache, high latency memory) which is coupled with the lower overhead OS and API's of the console.
So what we are left with is probably a combination of inefficient and horrible PC APIs (like DirectX 12), inefficient OS, and some careful extreme tailoring of settings on consoles, I suspect consoles might employ some dynamic settings that are adjusted on the fly to keep CPU performance in check, like dynamic LOD, dynamic physics .. etc, those are not available on PC, just like dynamic resolution scaling.
I suspect some dynamic load balancing across CPU cores is even present on consoles, in combination with clever use of the high GDDR bandwidth which helps maximize cores utilization, as opposed to the cluttered -often single threaded- mess of core utilization we have on PC.