PS5 has fewer but faster "cylinders" so directly comparing the volume doesn't paint an accurate picture.
Comparing to cylinders is already nuts.
Why do we need to bring up cylinders and cars. You could be talking about compression ratio or something- But there is
something a car deals with which is power band, and of course weight. Lets not talk about cars lets compare calculation workloads.
10.28 is about 84.6 (if I am right) percent of 12.15.
It means- that if there IS a workload that fully utiulizes all 12.15 TFLops which is a measure of HOW MANY not HOW fast but how many it does
per second, then if the workload is enough to keep all the CUs fully busy - the PS5 will be left with about 15% of the Floating point calculations
on the table. This also doesnt affect fill rate or other non-CU tasks which the PS5 could in theory have an advantage in - but thats going to
apply to specific situations, for the most part you're going to be looking at the floating point to determine the geometry available.
15 percent isnt nothing but... its not big. The difference between the Xbox One X and the PS4 pro is double that and for example they had to knock
resident evil 3 down out of native 4K to the same resolution as the PS4 Pro to keep the framerate steady- BUT the One X has some kind of slightly better
shadows going on - so it kept some advantage. If the difference between the machines is half that much I expect small, small differences.
The differences are going to come up in two scenarios mostly.
The first is, the thing is just not optimized or the developer is bringing in a PC game meant for DirectX and the PS5 port goes unpolished. OF course this
can and will happen at times- and it MAY happen the other way around. but I suspect more often it will go this way and PS5 will need a patch later
if they even care.
And the second is in a scenario where the Xbox series X can hardly run the game at 60FPS.... For instance if the game runs at 70FPS on xbox one X and its locked down to 60
it would also run at 60 on the PS5- but without the headroom, this might mean if there ARE frame dips its possible youd see them more on PS5- this is all speculative.
Or if a game just, barely, BARELY, manages to run at 60FPS with frame dips. Unless you bring down resolution, detail or some other thing to make up for a few percent the PS5
would not hit 60fps.. UNLESS- UNLESS- the way the game is taxing the system isnt to do with geometry, but as I said 4 out of 5 times if it has to do with framerate you're going
to be looking at those floating point operations as a fairly decent estimation of potential OUTSIDE of lack of optimization, special tricks or alternative implementations of the
same effect for instance a different way of handling textures or a different method of CULLING un-needed geometry which both consoles seem to employ some method of doing.