Could you dumb it down further for me?
PS5 cache scrubbers are useless?
Cache scrubbers would be used to invalidate data loaded into the GPU caches that has been replaced by data from the SSD.
That implies that whatever the old data was, it was either recently used or still in use by the GPU. Some kind of synchronization would be needed in the latter case.
There are two different ways to look at something in-memory. There is a physical address range of bytes taken up by the data in RAM, which goes most directly to the 16GB limit of the console.
The other is the virtual address, which among other things tracks what is in RAM, or what has been moved to and from more permanent storage like the SSD.
The virtual address space is vast, particularly with 64-bit processors. You can generate many virtual pages whose capacity exceeds physical memory, needed pages would be swapped to and from disk. That was the original point to having virtual memory.
At least traditionally, GPU caches have cared more about the virtual addresses besides a small amount of translation to for CPU-coherent data. That generally is not what the SSD can provide, because the SSD is an IO device, which the GPU for now is mostly treated like for most operations.
If that is the case, then you only worry about needing cache scrubbers if the SSD is being told to write to the same virtual memory page. This would be different from swapping, because this is pushing a different version or unrelated data on top of the same page.
However, the alternative is to use a different virtual page, which you can make many of. Virtual pages that aren't immediately needed can often be removed with low overhead, so what use cases do the scrubbers enhance, and by how much.
As for how useful they are, we know that AMD has opted not to use them.
Similarly, the PS4 had something for marking cache lines used by compute to speed up cache invalidations that AMD never used and nobody seems to have missed on the AMD side.
A number of console optimizations seem to fall under a nice if frequently unimportant in the long run.
The PS4 introduced having 8 compute front ends, which Cerny took credit for when AMD's Hawaii did something similar. However, subsequent GPU cut the count back and eventually replaced that method completely.
The PS4 also had a triangle sieve customization, which may have been an early instance of primitive shaders or the compute-based culling shaders. However, that specific formulation is quite different from all the others, and it's not clear how often that customization found use.