i may have mentioned this in the other thread, but i am struggling to see why third party devs will target the 22 gbps ssd speeds when the xbox series x has literally 5x slower speeds. this kind of stuff will only be utilized by first party devs which means 2-3 AAA exclusives max a year. do i really want this to be a switch like console i only turn on a few times a year?
I expect what we'll see in cross-platform games is that higher quality textures get loaded more rapidly on the PS5, leading to less texture popping. Look at a game like Spider Man where they stream in a moderate quality version of content first, and then backfill with high quality textures over time. That's already a common practice and will simply work more seamlessly in one environment than the other.
... and of course the AAA exclusives will happen, and they're going to be the showcases that call for everyone to up their game. If they become the must-have visual benchmarks for the generation then that's all goodness from my perspective. They're often some of the titles I look forward to the most in any case. I probably get fewer titles a year for my Switch and I'm still happy with that purchase. YMMV.
im also not convinced that this boost clock will stay there 98% of the time like he says.
It will be interesting to see, but I've certainly worked with silicon where this was absolutely the case. You had to design for the thermal extremes even though the kind of code that triggered them was vanishingly rare in practice. It's usually not a question of whether the CPU or GPU is kept busy, but rather whether the same specific functional blocks are continually stressed without a chance to cool. I worked closely with the teams who did this kind of work on device you've probably owned, so it's not just theoretical - this is actually how it often works in practice.
10w in savings after just dropping down 2% in clocks?
Somewhere in the 2-3% range sounds entirely plausible. When reaching the higher clock rates power draw scales with the cube of the clock frequency, so a 3% drop in clock speed could lower draw from a 114W ceiling to 104W, as just one example.
ms managed to hit 3.6 ghz with a fixed clock system. 3.8 with smt off. if they are both on the same arch why is sony running into these issues and MS isnt?
They face the exact same issues and made different design decisions, with Sony opting to push GPU clocks and come up with a dynamic clocking system that is still deterministic, which is quite clever.
again, im hoping for the best but we have no demos, no mindblowing trailers like hellblade 2 showing off photorealistic visuals, no path traced demos. its wait and see.
We will see in due course, and it will likely be real-time gameplay rather than just in-engine trailers. There simply is no pressing reason to showcase everything six to eight months ahead of time. None. This clearly wasn't a games showcase, and I don't see any reason why you need to couple something like this with a games reveal. Instead, I expect each game will have its own trailer releases and information cadence leading up to launch. It's one of the
advantages of not having to fill an E3 style press conference.
bottom line is that we are left with more questions than answers and its kinda frustrating.
That was inevitable no matter what was shown. Expecting everything to be laid out this far before launch was simply not realistic, nor would it be wise for Sony. They want interest to peak at launch, not months beforehand.