Speaking of Infinity Cache, I thought you might be interested to see this retrospective from Anandtech on the i7 5775c. (Bear with me!)
It's a 5xxx Intel 'Core' CPU that was mainly for mobile, but was special in that it had a 128 MB on package pseudo-L4 edram cache (you may remember edram from such classics as the PS2 and the Xbox 360). At the time the edram was thought to mostly just benefit the IGPU, and the slightly older i7-4790K was benchmarked as beating it when they were both equipped with a dedicated GPU due to its much higher clocks. Move on five years, and with games pushing multiple cores harder that phat 128 MB (pseudo) L4 cache is really kicking some ass ... even against some much more modern processors!
https://www.anandtech.com/show/1619...ective-review-in-2020-is-edram-still-worth-it
There's life in Intel yet xD!
All jokes aside, it was a good idea then, clearly a good idea now. I don't think people give Intel enough credit. Yeah the Spectrum/Meltdown stuff did a lot of damage and AMD are beating them ATM, but hopefully they come back stronger than ever. Healthy competition is always a good thing
Like you, I don't think variable frequency is involved. I doubt BC games are pushing PS5 remotely close to needing to throttle anything. And while Sony haven't stated that the PS5 SSD won't throttle, I think it wouldn't be common at worst, and that it surely won't be the case for BC games.
Exactly. Maybe instead of "throttling" a better term I should've used was "fluctuate". I don't really see it happening though, except in instances where the game itself doesn't need maximum I/O bandwidth.
Yeah, I think CPU is always going to be a factor coming from last gen. I'm totally with DSoup on this.
Unpacking and/or decompressing last gen was mostly on the CPU. Even if you only go up from 30 MB/s to, say, 600 MB/s that's still a 20 fold increase and well beyond respective CPU gains. And if mid gen CPUs were showing some moderate loading gains, I think it's fair enough that a slight advantage in XSX CPU clocks might typically translate to a slight gain in loading times.
Anyway, next gen is here now. Time to speculate about how often cross gen Xbox games are sticking with legacy SSD mode and ignoring SFS, because that's easiest.
Actually something interesting happened with Until Dawn on PS4; there was a firmware update recently and now the game has near-instant load times...on a PS4! That surprised me because I've always been of the opinion PS4/XBO were simply incapable of this, even with SSDs installed. But a firmware update does the trick.
That has me thinking, even though we know PS5's SSD is 2x faster than the Series system, for 1st-party games in particular, it's not completely infeasible MS studios could hit near-instant load times or data streaming figures, or at least essentially comparable with whatever Sony's 1st-parties do, through full use of XvA features and smart coding. Because software optimizations (including firmware optimizations), I guess they really can make some massive differences if done correctly, going by the Until Dawn stuff.
The drawback though is, if it's 1st-party related on MS's side it'd be on a game-by-game basis, not really something that could probably be packaged into software tools 3P devs could implement on their own titles, so later in the generation when the I/O in both systems are being fully leveraged (in 3P terms) at worst we see differences in line with what the paper specs say. But then it asks the question, how long will the average load times be for games further in the generation? I doubt devs will ever want to get back to the 1 minute + times we saw this current generation, they'll do everything they can to avoid that, otherwise users will start to feel these consoles failed in maintaining one of their biggest advantages and that softens people's expectations on similar innovations in future systems.
And, that worst-case scenario also depends on how XvA actually performs, which I'm particularly bullish on "punching above its weight" (cheesy phrase now but eh). How much so is still up for debate, but if the worst-case load times for the typical PS5 game later in the gen is, say, 15 seconds, from what we're seeing so far that just puts Series X load times for that same title at maybe 25 seconds. Which isn't actually all that bad.
One other thing I'll say quick is though neither system's showing any games (in terms of cold boot) with load times matching what you'd assume based on the raw speeds (or even compressed bandwidths) in relation to the physical memory capacities once you subtract the OS reserves (13.5 GB Series X, probably 14 GB PS5), going off the Miles Morales (PS5) and AC Valhalla (Series X) cold boot times, if the 7 seconds and 10 seconds figures are correct I think at least in those cases the Series X is doing a bit more with less in comparison to PS5.
Because, again, taking paper spec figures into account PS5 should be able to fill its memory in 2.5 seconds and Series X in 6.6 seconds (I didn't take out the OS reserves for this :S). But 7 seconds is showing an almost 3x increase over the former figure, while a 10 seconds load is showing only a 1.5x increase over the latter figure, that's also factoring in Miles Morales is probably more optimized for PS5 than AC Valhalla will be on either PS5 or Series X. Again though, just two cases, but I thought that was interesting to see given they're both cross-gen games with explicitly next-gen versions available (and TBF, it's also not accounting for actual design differences between the two games from a coding POV).
I also think Quick Resume's going to be something of a hidden secret for the Series systems when it comes to shaving off load times in relation to PS5 games. Because unless a game explicitly features both autosaves and load points from those autosaves, wherein a person on PS5 would have to launch the game, then select a save, and then possibly travel to the location they were actually last at (if they got to a point they wanted to get at but not far enough to make a save), with Series you essentially just create your own autosave save-state file, and pick right back up where you last at.
I know you technically had something kinda like this with Suspend/Resume on PS4, but that was just with a single game, and if the power cuts out, so also goes the state in the game you were at :S. Would even say it might (maybe?) be possible for some innovative game design features (particularly with episodic games) to leverage Quick Resume, but that depends on how much control the OS grants to games for such things (some of that might be held back due to security reasons).