Since both are using a shared pool for CPU and GPU (MS has been very clear, Sony not as much, but I'm going to assume if they had a secondary pool for games they would have mentioned it), you can't really take the max number and tag it to the GPU. Also, the higher clock speeds should make the Sony CUs a bit thirstier per second right?
This is the notional bandwidth per CU - it's not about the
quantity of RAM so these numbers hold whether accessing 1Gb or 10Gb.
If one wants to go beyond 10Gb (who are we kidding, of course devs want to go beyond 10Gb - data expands to the storage available + ~20% in my experience), the xsex number reduces because the bandwidth on GPU access above 10Gb is just 320Gb/s.
But there is a hole in those numbers - they don't account for GPU clock. And the faster the clock the more times a GPU
could request VRAM data in a given time frame (ignoring cache efficiency for now).
What we do have are those Tflops numbers which are clock and CU processors all wrapped up in one convenient number.
448 / 10.3 =
43.5 Gbs/Tflop for 16Gb on PS5
560 / 12.1 =
46.3 Gbs/tflop for 10Gb on xsex (GPU optimal mem)
320 / 12.1 =
26.4 Gbs/tflop for 6Gb (or 16Gb for CPU) on xsex (gpu non - optimal mem)
(560+320/2) / 12.1 =
36.4 gbs/tflop average over 16Gb (non GPU optimal mem)
EDIT : Actually that last number can be broken down better. Let's say the 10Gb is filled and 10% of the slower memory is to be used for GPU data :
(46.3x9 + 26.4) / 10 =
44.31Gbs/tflop average.
So that 46.3 number looks a bit healthier for xsex for the gpu optimal 10Gb by virtue of it's lower clock speed.
46.3 > 43.5 by around 6%. However 12.1 > 10.3 by 18%.
Also 36.4 < 43.5 by about 18% - that 26.4 number really is a big drag. Devs will avoid going into that upper 6Gb for GPU access at all costs...
So yeah it's fair to say the xsex bandwidth doesn't scale quite as well as the PS5 on 10Gb (and much worse across 16Gb) but I wouldn't call it a major problem from a user perspective - not to the extent of the xb1 or PS3 memory where it caused obervable differences in game.
It is a problem for devs though - as soon as they have to think about where data goes in memory it's a memory management problem. As it stands on PS5 they consider caches, VRAM and SSD while on xsex they consider caches, VRAM (fast), VRAM (slow) and SSD. One extra thing to solve and optimise in code, but this is a far less impactful difference compared to some previous gens.
I don't like the "deal with it" at the end of the OP though. I dont remember Newton, Eratosthenes or Einstein writing "deal with it" at the end of their dissertations lol.