I've never seen anyone talking about the PS4 CPU being overclocked in any thread (other than speculation threads from 2013). Can you give us 2 or 3 examples of this? Thanks.
From today, this very same post:
Isn't the clock speed of the PS4 CPU just a guess anyway? We don't know for certain what it's clocked at?
Don't pretend like it isn't easy to spot people in this forum refusing to accept 1.6Ghz as PS4 final clocks to this date.
We have a vetted dev (matt) who said (paraphrasing here) there's no practical scenario where Xbone beat PS4 in performance. He also commented in this thread saying there's no excuse for this.
That wasn't from a year ago? Several SDK updates arrived since then, including Kinect reservation removal.
You have this game showing better performance on crowded scenes on Xbox One, and better performance on cut scenes and some other emptier scenes on PS4. That says something. Most likely, you have a CPU bound and GPU bound console (One) and slightly more CPU bound console (PS4). Lawl.
Well you would have a point if PS4 didn't have HUMA and simultaneous read/write access on the ram for the CPU and GPU. The fact is the single advantageous feature hardware wise for the XB1 is a 150mhz up clock on the CPU. It is outperformed in literally every other capacity on the competing platform. The FPS gap between versions is not proportional to a minor cpu clock boost.
hUMA can't prevent the missing cycles and performance loss coming from both elements sucking from the same RAM. That is a logic solution to add coherent simultaneous access to the same pool of RAM for both GPU and CPU, not to fix the hardware penalties.
The bandwidth CPU
steals from GPU is above a proportional ratio. Meaning that if it takes 20Gb/s, GPU have much less than mathematical 156Gb/s. It isn't such a problem because it still have plenty, but far from ideal.
Problem comes when CPU misses enough write/read cycles to stall. In the way memory subsystem is designed, PS4 CPU will be slighty more prone to that. Nothing that can't be prevented with proper code, much less coming from crappy PS3.
This combined with the fact that we have members going on record saying that XB1 was the lead platform would indicate it's an optimization issue not a result of any hardware advantage. There's also the matter of resolution and effect parity which essentially means that the GPU advantage the PS4 enjoys is just being left unused for some unknown reason. Readily available and easily utilized power on a locked hardware system is being left unused and you are claiming some superiority for the system that has served as lead platform and as such received extensive optimization. Either you're being purposefully obtuse or you're just incapable of grasping the big picture. There are more factors involved here than hardware limitations.
But hey don't just take my word for it.
Xbox or PS4 being the lead platform makes no difference. They are running the same code. So everything that you code for one will run mostly the same or better on the other.
Where you all say there is unused GPU resources used on PS4, I clearly see a system struggling to hold 30 FPS even on cutscenes, and performing better than Xbox at the same time. Maybe your expectations are unrealistic.
Minor CPU advantage on Xbox is a fact. And analysis on AC4 makes sense with things we know about both consoles.