Assuming all you just said is true... I have the following questions for you;
- Where is what Cerny talked about, regarding the PS5 doing things differently? Because what you just described is how basically every phone, laptop and PC out there works, and he was specific that the PS5 works differently.
- Where does the power limit come in? Cerny was quite clear about workloads and the power limit. You didn't mention that anywhere.
- If the console could handle both the CPU and GPU at max load, why would developers have to choose a profile to throttle the CPU to ensure the GPU runs at 2.23 GHz?
- If developers prefer non-variable clocks for optimization, why have variable clocks if the console can reach the max clocks at max workloads at all times anyway?
Good luck.
- Where is what Cerny talked about, regarding the PS5 doing things differently? Because what you just described is how basically every phone, laptop and PC out there works, and he was specific that the PS5 works differently.
PS5 works on a constant POWER budget (watts). The point is it gets the maximum value from its components by doing so at every instant. It has nothing to do with "boost mode" like boosting frequency from a base value.
GPU and CPU usually are at max frequency, but needed WORKLOAD at any time is nearly never maximum both on CPU and GPU, which means you can very frequently spare power from one or the other without affecting the game at all. Every PS5 will behave the same, because it depends on workload, not temperature or anything else.
- Where does the power limit come in? Cerny was quite clear about workloads and the power limit. You didn't mention that anywhere.
Power limit is the maximum the cooling system can handle, it was calculated beforehand. It's pretty well explained by Cerny.
- If the console could handle both the CPU and GPU at max load, why would developers have to choose a profile to throttle the CPU to ensure the GPU runs at 2.23 GHz?
- You need profiles because you need to decide what to do in the rare cases where both CPU and GPU are on max worlkoad. Usually on console games you'll simply slightly throttle the CPU and it will have zero impact. Once again, it rarely happens anyway.
- If developers prefer non-variable clocks for optimization, why have variable clocks if the console can reach the max clocks at max workloads at all times anyway?
- Because the console can't reach max CPU and GPU frequency at max workloads on both, but you're certianly not a dev, because such situations rarely occur : CPU and GPU never are at max workloads together. And when they are, throttling CPU 1 or 2 % is enough to drop power draw majorly, so it's not a problem anyway.
All the point here is getting more for your money while being sure the console never makes too much noise (since power is constant and known beforehand, unlike on PS4 or other consoles). That's actually very smart.
Had XSX done the same, the XSX would be more powerful, not less.
You're welcome.