Very astute to pick up on the crucial role the CPU plays in all this but slightly misaimed at the xbox series consoles.
The article highlights the thermal impact the CPU uplift causes in the new consoles, the series consoles are architected to allow for this so CPU can run hotter than GPU with sufficient cooling where as the PS5 was designed to balance the frequencies of the CPU and GPU to manage thermal density so that it is the same across CPU and GPU.
So in this case we do see one of the consoles where the CPU is limited by thermals by the nature of its design - PS5. the CPU performance is limited to keep itâs thermals in line with the GPU.
This would also explain what we see with current game performance analysis, all console game engines are currently balanced for the jag. cores of last gen so CPU loading is much less than GPU by a significant margin so for cross gen titles PS5 can downclock CPU significantly to uplift the GPU allowing it to in most cases stay close to series x performance. Note in some PC centric engines where CPU is more utilised e.g. hitman we do see a significant difference. And I expect this difference to grow larger as engines are updated in line with the next gen consoles increase in CPU.
Developers use different engines and features all the time. How much something matters depends on what theyâre trying to do and how theyâll try to do it. The X factor in all the hardware is the APIs. Easier it is for something to be leveraged by a developer and the better the results, the more likely theyâll be to use it. Good news is this time Microsoft has a huge 1st party and a lot of investment in tools. 1st party will only help those tools advance faster which will mean more 3rd parties will be likely to leverage things as the generation moves along and APIs get better.