Yeah, that's why he worked on PlayStation World mag *rollseyes*
Nah that was just Rich infiltrating enemy lines.
that is simply not true. first of all, CPUs that adjust their clock speed wasn't always a thing that existed. up until the late 2000s, PC CPUs all ran at a set clock speed that only changed if the user intervened by manually changing the clock speed.
secondly, every single console except the PS5 has a locked clock speed for both the GPU and the CPU. on Switch these clock speeds can be set by the developers, who can chose between 3 clock speed profiles in handheld mode, and are locked to a single profile in docked mode.
game consoles are not PCs. a game console has to always be predictable for the developers. and a locked clock speed is the only way to do that.
the PS5 also always clocks as high as it can. it only adjusts to such a negligible degree, and only if it hits its TDP limit, that it's almost not worth even taking note of.
Okay, so lemme clarify something. Yes, older CPUs did run at fixed clocks, but they also had DIP switches/jumpers to adjust clock settings based on multipliers. And the thing is, while older CPUs ran at fixed clocks, that approach was not efficient long-term because it meant CPUs couldn't save on power consumption. Which back in the day, was less of a problem because CPUs in older generations consumed less power even at full clocks.
But when laptops started becoming mainstream, and when CPUs started consuming a lot more power, things shifted to variable clocks....to make the chips more power-efficient. Which should hint as to why PS5's approach is actually the better of the two: it's more power-efficient in the long run, so the CPU isn't wasting more energy than it needs to on any given task. With the Switch, a fixed clock approach works because it's a very low-power device. The different clock settings you're talking about are set to different power profiles.
Now technically, the CPUs in Series X and PS5 are based on mobile Radeon CPUs, so they're already pretty good at power efficiency. Sony just wanted even more power efficiency so they implemented variable clocks and Smart Shift. Microsoft went with lower GPU clocks and that's probably why they felt they could get away with fixed clocks on their CPU. But considering a game isn't going to always be taxing the CPU and GPU simultaneously, it probably makes more sense to shift the power budget between the CPU and GPU as needed.
And, since PS5 is shifting its power budget around, it "can't" lock its CPU clock. Yet their CPU is still more efficient than Series X's, because they offloaded a ton of the I/O operations to dedicated silicon rather than relying on CPU cycles to process them. You try saying this leads to unpredictable performance, but we've seen more than enough multiplat games the past four years showing that isn't really an issue and, more often than not, PS5 having slight performance advantages over Series X. Games know generally where the upper limits of the CPU will be if the GPU is under full load and vice-versa. Otherwise if the game's running logic that doesn't require full clocks, the CPU won't run at full clocks and saves power along the way.
So if I was wrong on anything, it was assuming how Series' CPUs functioned. Had to go look up some info on that front, that's my bad. But, in hindsight, I think it just shows why, with systems as high-performance as the 9th-gen consoles, why a dynamic power profile & clocks works out better in the long-term, when you want to save as much on power consumption as possible. Sony had a performance profile that necessitated a different approach, and it just so happens they made the better choice. They got something equal to Series X (sometimes better) in the majority of 3P games, while having a cheaper APU and even cheaper CPU (they cut out some of the unneeded units).
However, if PS5 had a weaker GPU and still did variable clocks,
AND it didn't have the dedicated I/O silicon or other customizations...then yes, the fixed clocks approach of Series X would unquestionably be the better solution of the two.