Yes the lower latency would definitely improve I/O performance. If there's any aspect of the two systems architecture that is close, its the disk I/O then maybe the CPU. Having 2x the I/O throughput would have made a huge difference if the PS5 had more RAM but that is not the case. Filling up ~13GB of RAM in a second vs two isn't going to make a difference because of locality. You'd be reloading the same areas in a scene over and over again. Better to cache some data and only have a portion which is constantly refreshed. I think this is why SFS is so impressive and truly augments memory. I think its been unintentionally misleading people to believe that RAM works best if its constantly updated with new data yet its just a cache and needs to utilize locality. The people that talk about streaming of assets don't seem to be aware of these.
I actually have been thinking about this with drumming up some spec speculation for 10th-gen systems and there is one thing I have considered faster decompression bandwidths (that greatly outstrip the capacity limit of the main memory) being potentially useful for: rapid streaming of unique data assets into a space of the VRAM acting as framebuffer processed to the GPU by the bandwidth of the VRAM. But in order to fully take advantage of that, you would need a LOT of unique assets to stream in, easily hitting hundreds of gigabytes if not more than that, and by that point storage capacity will become the bottleneck because it's not like you can leave all that unique data sitting on the Blu Ray, otherwise BR drive access would become the bottleneck instead (or better to say, an additional bottleneck).
The reason I've been thinking about that so much has to do with the argument of diminishing returns; I don't think we've hit that point yet, actually. Yes overall fidelity and image IQ has increased gen-over-gen but one of the biggest advantages a lot of high-quality CG films (or CG-heavy films) have over games is just readily having a crapton of unique high-quality, large-sized assets that can stream in and be processed on farms of systems with lots of RAM. If there is any hope or chance to partially recreate that in a gaming environment it will come from even larger expansion of raw storage bandwidths helping to push decompression bandwidth rates at many multiple times beyond the VRAM capacity so that the VRAM can act as a framebuffer for a steady stream of new data to calculate for a scene by the GPU. But that will also mean a need for greater capacities of the storage device, more powerful decompression hardware, more efficient compression/decompression algorithms and most importantly, some shift in how game assets are created that leverages heavy use of some GPT-style AI programming and asset model generation models (but in an ethical way, so entire human workforces aren't being replaced by AI).
I think once that becomes a reality, is when we'll truly start hitting the point of diminishing returns in terms of graphical fidelity for gaming, which is something I think the 10th-gen systems will be able to accomplish. What we're going to see from the 9th-gen systems barely scratches the surface there IMHO, but it's a start. And that brings it back to your point in a sense: games this upcoming gen won't be able to do the sort of stuff I was just talking about, so there won't really be a design paradigm shift in that way by the industry at large. Therefore as strong as PS5's SSD I/O design is, I don't see any game design concepts that would be possible there that suddenly become impossible on the Series X or Series S. I'd still like to know exactly how the reserved 100 GB block MS referred to before works in practice, a few of you guys like function and iroboto had some pretty good ideas there (and also the idea that part of the system's reserved 2.5 GB GDDR6 for OS is maybe being used as a temp cache and mapping space for SSD data), because you'd think that alone would be a giveaway that Sony aren't the only ones who have designed a SSD solution with more than just game loading times in mind.
On that note yes Microsoft and Sony's approaches are built a bit differently (MS's focuses more on scalability for starters), but in the end they'll do pretty similar things. Sony's might have some advantages here and there but the differences will likely be comparable to the differences we're seeing from both systems right now insofar as certain resolution differences: not too much to really be noticed except by people dedicated to documenting that type of stuff. And IMO the reason why is because neither system have TOO major a setup regarding their SSD I/O that would enable some fundamentally radical game design paradigm shift that's just leagues beyond what we got with the 8th-gen systems, let alone that being the case for one system but not the other.
...That said I DO want to see some more 1P games from Microsoft that tap more into their storage solution capabilities, because I'm really looking forward to some of Sony's games that'll be doing that next year like Ratchet & Clank: Rift Apart.
The Max throughput of the controller as rated by Phison is 3.75GB/s. The max speed of an SSD is determined by the sum of its parts and not by the max rated capability of the controller or the PCIe lane. You have to take into account the rated speed of the NAND as well.
Dunno if this is exactly true all the time because usually max speeds just refer to the rated bandwidths of the NAND modules, their config in parallel and the bandwidth the flash memory controller interfaces to the system over what number of PCIe lanes and their type. At least, I think that's the case.
Also the Phison bandwidth mentioned there, I figure that also includes overhead? If just knocking some off for encoding then it would be closer to 3.9 GB/s, which lines up with what Brit posted here:
According to Western Digital, the Xbox Series X's WD SN530 SSD isn't a stock OEM drive that's limited to PCIe Gen3 x4 performance. Instead, the drive has been outfitted with a special ASIC that enables both PCIe Gen3 x4 and Gen4 x2 performance, which allows for up to 3.938 GB of max throughput. For reference, the Series X targets 2.4GB/sec in uncompressed data transfers.
So maybe the bandwidth you're quoting is the regular version of that controller but MS & WD redesigned it to allow a higher peak range.