How is saying that the compute difference isn't significant somehow RAGGING on MS?
Please, settle down warrior. You're fabricating comments that do not exist
It's the tone plus the fact you belittle that difference yet run to the paper specs for the SSD I/O difference. Who in the thread was even implying there would be some massive difference in the overall GPU dept for you to feel need in addressing that in the first place?
In things like RT, there could be a notable difference as MS have added some hardware to the system tuned to that (outside of whatever is there as the baseline in the general RDNA2 spec AMD's got going), but in overall compute no 12.147 and 10.275 stay 12.147 and 10.275.
Memory solution is the entire I/O chain of the console. The SSD is 120% faster. The GPU has cache scrubbers. There is not a split pool of fast/slow RAM like on the XSX. Where is the evidence that the RT solution is anything different than bog standard RDNA2?
120% faster; is it more efficient? That's up for debate. Knowing what we know we can say it is in some areas, but it may not be in others. In any case MS seem more focused on a streamlined efficiency approach with their SSD I/O that should also be scalable across different devices since a lot of that work will be going forward to PC as well.
Cache scrubbers? You don't necessarily need cache scrubbers to have an efficient GPU design. It's basically a perk, and in Sony's case it may've been required due to the super-fast clock speeds. Think of them as a wiper to clean the gutter if certain lanes are getting too congested since they may have harder time keeping up with the speed limit (the GPU clock).
There is no split pool in XSX the way you guys keeps implying. When most people speak of split memory pools, they mean physically separate pools. Either like on PC (system RAM for CPU, VRAM for GPU, where shadow copying of asset data from RAM to VRAM is required), older consoles (ESRAM/DDR3 in XBO, PS3's 2x 256 MB pools of RAM for the CPU and GPU respectively), or even OLDER consoles (SNES, MegaDrive, Saturn, Jaguar etc. where each system component like CPU, sprite processor, GPU, blitter, audio, CD drive etc. had their own small blocks of RAM, usually of many different memory types).
The "split" pool in XSX isn't anywhere on the level of complication as even the XBO's or PS3's, let alone older game consoles. There's no shadow copying of data between the fast and slow pools, for starters. So calling it a split memory pool should probably come with a clarification.