It may become a larger trend in the future if we continue to move towards accelerators. But in the context here, it’s an appropriate time to call it out. They’ve had 3 years of data points now, what could have been a bunch of anomalies is now just a baseline. Every reason that it could have been has had sufficient time for maturity to be ironed out.
The deficiencies within the XSX architecture (whichever they are, split pool, rops, fixed clock speed, imbalanced cu to SE ratio or a combination of) has put it into a position that it is unable to separate itself from ps5. It’s a bit of a shame, they didn’t need much more to fix it. Remove the split pool, and have a full complement of ROPs. Allow for variable clocks. I’m not sure what that would have done to the price point, the split mobo probably didn’t help imo.
I’m sure in most circumstances it helps to be the lead console, but they can’t rely on that considering their market position.
I think MS bet heavily on ray tracing being used more extensively and intensively than it has been. When talking about Series X and its memory arrangement at hotchips, the MS engineer talking specifically mentioned RT as being a big consumer of bandwidth. So clearly the Series X is able to make use of its high compute and bandwidth, but only under some circumstances.
If you look at Control's raytracing photo mode, DF noted the Series X running 3 ~ 36% faster than the PS5, with an average difference of 16% in favour of the X. So around where the TF are and approaching the BW difference.
The thing is that RT is usually so pared back on consoles I doubt the Series X is able to really lean into this advantage. Take RT poster child Cyberpunk for example - even its eventual RT mode doesn't use reflections on consoles. And even on new gen systems Capcom prefers to use its awful SSRs rather than use RT reflections.