Microsoft has talked extensively about their customizations.
The only one "hand waving" is you.
So what did Microsoft do to address the bottlenecks of memory mapping, file I/O, and check-in? If Microsoft has talked extensively, you should be able to answer this question instantly. Give me a breakdown of the XSX's I/O if you're so confident.
Again. They are both ~1000x faster than last gen.
And one is over 100% faster in terms of raw bandwidth. Handwaving this difference isn't going to make that untrue.
When you claim the PS5 and SeX SSDs are a generation apart you are not considered that "percent delta"
This sentence doesn't even make sense. Not to mention this is strawman. Point to the specific part of my comment where I said that the SSD's are a generation apart.
50% more storage speed is nowhere near the same as 50% more GPU power.
It's over 100% more storage speed in terms of raw bandwidth and ~17% more teraflops. Make comparisons based on actual numbers, at hand, not made up ones.
For example from last gen to next. The GPU power has only gone up about 5x while the storage speed has gone up 1000x
Storage speeds will have larger impacts on game design such as asset quality, world size, and level design. A larger teraflop GPU will not improve those aspects. The GPU is there to make calculations. Asset quality, world size, and level design are dependent on the size of the RAM pool, its bandwidth, memory management, and storage-to-RAM transfer speeds.
Two very different technologies with very different number and goals.
And one will provide a greater impact on game design more than the other. I will immediately notice a more detailed image over a less detailed image as opposed to a native 4K vs. 1900p image.
I said nothing about load times.
Hence I said "if" in case you wanted to rebut with that argument.
For years devs have figured out how to optimize for drives that are 1000x slower than what's in the next gen systems. They will find a way to deal with SSDs that are slower than the one in PS5.
That will be more of a problem with the XSX if we go by the State of Decay demo. 10 seconds of loading of a not so graphically intensive game and it still suffers from texture pop-in. As a result, developers will need to take the time to improve the loading times and remove the pop-in.
In contrast, the PS5 utilizes more akin to a "it just works" solution. As Cerny stated in his GDC talk, developers just need to indicate what uncompressed file the system needs to read and where to place it in memory. As a result, developers don't need to learn how to take advantage of the PS5's SSD and I/O as the system does much of the work for them. They can optimize even further if they want to, for example, if they want to improve the compression ratio with Kraken, but they don't have to.
To claim otherwise is delusional.
The only one who is delusional is the one that has not even made a direct rebuttal to the counterarguments put forth. If much of the PS5's SSD and I/O benefits are automatically exploitable, then all developers don't even need to spend time to learn how to achieve the high speeds.