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That's quite a task for a non-dev like me.
Fair enough. You can find most of these figures in these forums but really it was an exercise intended to demonstrate that the components in PCs and consoles operate at different speeds and are generally connected via a series of buses that work at much slower speeds then CPU/main DRAM and/or GPU/VRAM.
I'll tell how I came up with that question though so you know where I'm coming from.. I ran a search on google to know what it is that bottlenecks games to load fast these days. A lot of the answers I got is that the bottleneck has shifted to CPU now because it takes awhile to decompress assets.
The truth is there are bottlenecks are everywhere. The CPU in the current gen consoles is a definitely an issue though because modern 3D game engines are hugely compex and even when you're offloading some engine functions like physics, ray calculations and collisions to the GPU, there is still a lot left. And off-loading tasks to the GPU brings it's own administration/problems.
I would still recommend checking out all the GDC game developer presentations though, particularly for big games. They will often explain how to solved certain challenges which are almost always predicated on some bottleneck, beit RAM, CPU, GPU, or I/O or any combinations of these things.
Don't we all! But it's no substitute for a healthy pool of fast RAM, it's several orders of magnitude too slow.You can forgive me then for wanting a cost-effective SSD cache to happen.