The Xbox doesn't have split RAM like a PC/PS3.
No, it doesn't. But it does have disjunct memory. There's only one bus, but there's two different speeds it runs at, and it can't run them simultaneously. The 360/Xbox One tiny-fast-pool design isn't a great comparison either. But it's
The slower 3.5GB is more closely associated to the CPU and audio while the 10GB at the higher bandwidth is mostly intended for the GPU. That said if the dev wants/needs to use the faster portion of the 13.5 with the CPU or even spill over to the slower 3.5 with the GPU, they can. It's all unified, devs can choose to use it a specific way if they want.
no one pool of 16gb gddr6 of ram, just like ps5 but better has 10 chips for 320mb bus and gpu gets 560gb/s bandwidth while cpu gets 336gb/s. devs just code and whatever cpu needs uses those bandwidth and gpu uses its own at ultra high speeds.
But the fast and slow pools can't be accessed at the same time. When reading or writing lower-speed work, no high-speed reading or writing can take place at all. The two speeds will be interleaved, making the average lower than the max. (How much lower in practice we don't know.)
So the PS5 is going to output at above 10.28 TF, while the Xbox will output at below 12 TF?
That's not what he's saying. He means that higher clockspeed will help PS5 get closer to 10.3TF, as a percentage, than XSX will get to 12.1TF. Note this doesn't mean PS5 will be higher overall; the result could be 9TF versus 10.5.
no one pool of 16gb gddr6 of ram, just like ps5 but better has 10 chips for 320mb bus and gpu gets 560gb/s bandwidth while cpu gets 336gb/s. devs just code and whatever cpu needs uses those bandwidth and gpu uses its own at ultra high speeds.
This is incorrect. The fast and slow pools can't be accessed at the same time. When reading or writing lower-speed work, no high-speed reading or writing can take place. The two speeds will be interleaved, making the average lower than the max. (How much lower in practice we don't know.)