I don't mean the difference in CPU-power. I mean the difference in world-building etc. We are just at a point where more IO bandwidth does not bring much more to the table.
Just as a example (I know it is not the best, but a current). Current BC games:
- Loading speed from an external SSD limited to ~500MB/s (USB) and the internal with 2.4GB/s. Difference in the end is ~0.5s (~10.2s vs ~10.7s). There is just a CPU bottleneck. I know hardware decompression is not used, but even if that is used, we still have a cpu-bottleneck here. There is just always a limit what IO can bring to the table. In the end it is just a small difference because somehow the data must also get processed. And if the processing of the data needs 5s (building the world, placing NPCs and their behavior, a bit AI, ...). That is something were more IO does not do anything after the logic has been loaded. Reading textures etc for rendering can also be done in parallel while the system just loads the game world.
Also the streaming pool is another thing. Memory has more than doubled for games (from PS4 Pro -> PS5) but bandwidth is still very rare. If you now quickly swap in and out data you exchange memory for memory bandwidth. So yes we have theoretical more memory available, but it is more relevant than in the current gen to look on the bandwidth. RT is also quite bandwidth intensive. So even though we could reduce the cache, I don't see it is really done, just to save the bandwidth for a better use.