Heh. That's today's PC with NVMe. And that will be tomorrow's console if ssd speed outrun decompression speed.
Not necessarily.
In a game there is no constant load on CPU systems. Physics simulation, animation, audio, all those systems will have spikes in runtime, especially when there is much action happening (fight with some enemies).
But that's the situation where you want to keep your fps target the most, so you make this worst case scenario your limit (or, at least you should).
And this means you have plenty of time for decompression tasks running in the background, most of the time.
So you can load and decompress the area surrounding the player during gameplay, and there is no urgent need for a dedicated decompression chip or anything fancy.
Next gen has powerful CPU, so this should work without flaws now i guess.
And that's what the cache system will potentially solve, no?
The only thing that can solve this problem for now is progress in compression software. Having fast streaming is a minor problem in comparison.
Hardware can only help to give some linear speed ups. But software can achieve exponential factors. Be it performance, or compression ratios, whatever, if we are lucky. But first figure out what works, what's needed, and after that think about tailored hardware solutions - if necessary.
For the moment, reusing texture and geometry multiple times is state of the art and people are so used to it nobody complains or tries to improve beyond this so badly. Just fools like i do
What we do here in this thread seems the opposite: Bring in some new hardware and then brainstorm how games could benefit.
In the best case this could indeed spur some ideas / inspiration, but it may be totally unrelated to the initial proposed hardware.
(New hardware always brings in additional costs - money, power, chip area. That's why i'm usually against it - i prefer more raw general purpose compute power instead almost always. Just to explain my resistance.)