Comment by jesse__
So, you're saying they built a novel storage architecture that competed with state-of-the-art consumer hardware, at a lower price point. Five years later, laptops are just catching up, and that at the same price point, it's faster than what you'd expect from a PC.
The compression codec they licensed was built by some of the best programmers alive [0], and was later acquired by Epic [1]
I dunno how you put those together and come up with "isn't really fast" or "not particularly innovative".
Fast doesn't mean 'faster than anything else in existence'. Fast is relative to other existing solutions with similar resource constraints.
[0] https://fgiesen.wordpress.com/about/ [1] https://www.epicgames.com/site/en-US/news/epic-acquires-rad-...
Their storage architecture was novel in that they made different tradeoffs than off the shelf SSDs for consumer PCs, but there's absolutely no innovation aspect to copy and pasting four more NAND PHYs that are each individually running at outdated speeds for the time. Sony simply made a short-term decision to build a slightly more expensive SSD controller to enable significant cost savings on the NAND flash itself. That stopped mattering within a year of the PS5 launching, because off the shelf 8-channel drives with higher speeds were no longer in short supply.
"Five years later, laptops are just catching up" is a flat out lie.
"at the same price point, it's faster than what you'd expect from a PC" sounds impressive until you remember that the entire business model of Sony and Microsoft consoles is to sell the console at or below cost and make the real money on games, subscription services, and accessories.
The only interesting or at all innovative part of this story is the hardware decompression stuff (that's in the SoC rather than the SSD controller), but you're overselling it. Microsoft did pretty much the same thing with their console and a different compression codec. (Also, the fact that Kraken is a very good compression method for running on CPUs absolutely does not imply that it's the best choice for implementing in silicon. Sony's decision to implement it in hardware was likely mainly due to the fact that lots of PS4 games used it.) Your own source says that space savings for PS5 games were more due to the deduplication enabled by not having seek latency to worry about, than due to the Kraken compression.