I was a firm believer of HBCC and, while we ended up getting SSDs, I consider Sony's implementation a spiritual sucessor :D I'll take that as a win.
Also, team $399.
Also, team $399.
Ahhh...ok. Reason I was thinking the way I did was I thought it was described as Sony taking collective data from home users and then creating an update based on said data.Lol... You are getting your reactive/predictive things mixed up.
Those updates are exactly what makes this predictive as opposed to reactive.
Typically with PC/XSX... you run game, APU gets loaded, power draw spikes, heat rises, fan ramps up. The fan ramping up is a reaction to everything that just happened.
With PS5, dev makes the game, during development they can see the areas that draw the most power and generate the most heat. Very easy to spot since the console would downclock in those areas to stay within the power limit. So devs can flag those areas and basically ship their game with a "thermal profile" that is identical across every PS5. So the PS5 would ramp up its fan before the gamer even gets to the flagged part in anticipation of the thermal spike. Hence, predictive.
I was a firm believer of HBCC and, while we ended up getting SSDs, I consider Sony's implementation a spiritual sucessor :D I'll take that as a win.
Also, team $399.
Yup, we winning!!!I was a firm believer of HBCC and, while we ended up getting SSDs, I consider Sony's implementation a spiritual sucessor :D I'll take that as a win.
Also, team $399.
Naaa... as Cerny said, it's deterministic and predictable. No more guesswork. It adds a totally different meaning to optimizing your game on the PS5.Ahhh...ok. Reason I was thinking the way I did was I thought it was described as Sony taking collective data from home users and then creating an update based on said data.
lolYou will all be happy to know that just like stadia, this does not work.
So close to my 16+4 for the ram....so close.
Naaa... as Cerny said, it's deterministic and predictable. No more guesswork. It adds a totally different meaning to optimizing your game on the PS5.
The previous method, and what the XSX still uses, was such that you built your APU and built the best cooler you could fit in your box that matched your performance target. Buthat APU still ha to be clocked lower because you could never tell when that workload comes along that makes the APU draw more power and in turn generate more heat, even if your clocks were fixed.
With the PS5, and this is an example, devs can know that while the APU is drawing 180W, this is exactly how much heat it would be generating and this is what RPM the fan needs to be at to compensate. And then what all that is for say 210W. And they would see which parts of their game draw what and can pre-emptively up ramp up then before you get there.
Can you see that belly on the Disc SKU...
firm believer of team $399 as well :DI was a firm believer of HBCC and, while we ended up getting SSDs, I consider Sony's implementation a spiritual sucessor :D I'll take that as a win.
Also, team $399.
Can you see that belly on the Disc SKU...
Clearly, that SKU is an anomaly. Sony designed the digital SKU and went...dam, we forgot to put in a disc, and someone went, just slap it on its side and that was that.
There isn't a tech advantage.Well, they have the power advantage and (apparently) the tech advantage. They have every right to boast about it but if the games they eventually show running aren't leaps and bounds above PS5 then there could be Halo Infinite style egg on face.
Given the numbers I have seen, we can probably expect 2.5x density of 7nm compared to 16nm, which means you could easily double the GPU hardware found in the X1X and get to 12TF, provided you keep the clock speed.
2 years, 8 months ago:
PS5 and next Xbox launch speculation - timing and specification
Yeah. I don't want VR. Bundling it with PS5 would just make me not want a PS5 either.www.resetera.com
Xbox Series X: 12TF. 15.3B transistors. 2.2x transistor count.
Xbox One X: 6TF, 7B transistors.
Give this man an insider tag lol2 years, 8 months ago:
PS5 and next Xbox launch speculation - timing and specification
Yeah. I don't want VR. Bundling it with PS5 would just make me not want a PS5 either.www.resetera.com
Xbox Series X: 12TF. 15.3B transistors. 2.2x transistor count.
Xbox One X: 6TF, 7B transistors.
Assuming you meet foundry specified density gains is overly optimistic. Assuming you stay the same clock speed was pessimistic. Neither accounts for the 50% efficiency gains we'll see comparatively with architectures.Nice.
Though "doubling the hardware and keeping the clockspeed" wasn't the way they decided to go, this is still dang close.
Assuming you meet foundry specified density gains is overly optimistic. Assuming you stay the same clock speed was pessimistic. Neither accounts for the 50% efficiency gains we'll see comparatively with architectures.
thats the rub lol. So no it doesn't use that.What is the situation exactly? I'm assuming that the Xboxes being the only consoles with all the RDNA2 features is just because PS5 replaces some of them with their own versions?
Also, can the Xboxes really be said to use all RDNA2 features if they don't have Infinity Cache?
Well damn okay Nostradamus2 years, 8 months ago:
PS5 and next Xbox launch speculation - timing and specification
Yeah. I don't want VR. Bundling it with PS5 would just make me not want a PS5 either.www.resetera.com
Xbox Series X: 12TF. 15.3B transistors. 2.2x transistor count.
Xbox One X: 6TF, 7B transistors.
When you are the market leader, you acknowledge yourself and your competitors are "other". This is the same strategy Apple uses, and why would you not when earning 66% of profit from total smartphone sales worldwide.I find it embarrassing to be honest.
Can see Sony's response now, "the only publisher who bothered to make software for next gen (unless you count gears tactics, lol)"
Dunno, just rubs me up the wrong way
The big differences from launch games usually determine what the rest of the gen will look like so AC, COD, and WD comparisons will be important. Unfortunately we are missing BF this year and CP's next gen patch is not until later.DMC5 SE raytracing performance will be one test once they get their patch, then a few of the cross gen games but there is no indication feature wise there is an advantage all we can definitively say it's different.
also MS has to push this narrative power/feature set because they did nothing on the input front.
Yup def will see. It will be interesting. And yeah you're right about the apple approach Sony is taking. There aren't responses to much and they just run on their own clock. I think MS bumped up their unboxing date as well because of Sony lol.When you are the market leader, you acknowledge yourself and your competitors are "other". This is the same strategy Apple uses, and why would you not when earning 66% of profit from total smartphone sales worldwide.
The big differences from launch games usually determine what the rest of the gen will look like so AC, COD, and WD comparisons will be important. Unfortunately we are missing BF this year and CP's next gen patch is not until later.
Sony has barely even acknowledged Microsoft for this whole marketing cycle as if they dont even exist. I am fairly shocked. Microsoft keeps tweeting instantly after every Sony conference but Sony refuses to even acknowledge them which is weird lol
And with Watchdogs: Legion we have a timely example that they in fact got it slightly wrong - estimated the maximum possible instantaneous spike too low, set their fixed clocks too high / cooling capability too low for some notable percentage of their silicon - and now we have a game at retail that can cause instant thermal overload on cue. Not that this is a big issue, a patch to correct the "accidental Furmark" or whatever it is comes out today. But def illustrative that these "fixed clocks" are a balancing act with choices and tradeoffs.The previous method, and what the XSX still uses, was such that you built your APU and built the best cooler you could fit in your box that matched your performance target. Buthat APU still ha to be clocked lower because you could never tell when that workload comes along that makes the APU draw more power and in turn generate more heat, even if your clocks were fixed.
👍I was a firm believer of HBCC and, while we ended up getting SSDs, I consider Sony's implementation a spiritual sucessor :D I'll take that as a win.
Also, team $399.
Apologies if this is a repeat but it looks stunning to me! I assume this is RT mode but I've not played the original (MM arrives day 1 for me) - could it just be SSR like the original? Whatever it is they've done with the hardware it's a great looking start.
Well the first embargo was supposed to be only unboxings, but it ended up also including a good amount of astro's playroom and impressions of the controller. There was also the Demon's Souls stuff yesterday. So the leak was right in the first date but it seemed to miss on the content, hopefully next week there will be more daily updates and micro embargos on new stuff.I hope the next embargo isn't really the 6th. That's such a long wait after the relatively small (but sweet) taster of the dualsense/Astro.
hoping for at least one more around next Tuesday and then the 6th can be a more open embargo to try and stuff the channel with ps5 stuff ahead of xsx launch
You can turn off the PS5 DualSense haptic feedback and adaptive triggers
Sony has announced the accessibility features of the PlayStation 5, confirming you can turn off the DualSense's haptic …www.eurogamer.net
As someone who always turns rumble off this is good news, I will leave adaptive triggers though.
I would normally turn it off system wide primarily for comp mp and battery life. Might go for a per game basis for sp and coop games this time around.I have never really seen the point of rumble but this isn't really rumble so i'm going to give it a go.
If it lives up to what people are saying then it's worth giving a chance.
I would normally turn it off system wide primarily for comp mp and battery life. Might go for a per game basis for sp and coop games this time around.
Probably one of the reasons Sony opted for advanced haptics was because rumble implementation is not great? They are probably pushing for third party studios for refinement on this front.Yeah, Digital Foundry kinda touched the thing i worry about, overdoing it and shoehorning it badly into everything, so yeah, game by game is probably closer to what i meant. constant buzzing is probably going to be just as annoying as well.
But does that also cover shading accuracy which is what VRS does. So even without adapting and decimating your meshes you can get gains by shading less accurately in areas that you won't notice
both is obviously great but that tweet focuses on the geometry And doesn't talk much about shading
These have all been visited before, but this is a good time to bring this up again:
Can you highlight some of what you're talking about? I'm relatively poor at spotting the pixels.Re-reading through these things makes me think of the frankly odd image quality we saw in some HFW and Returnal screens. Sony is doing something wild with their rasterization.
Just gotta squint.Can you highlight some of what you're talking about? I'm relatively poor at spotting the pixels.
Can you highlight some of what you're talking about? I'm relatively poor at spotting the pixels.
The fractured ground in Returnal looks normal at a distance but really bizarre up close (to the point it looks like errors with displaced vertices). Is that the effect you're talking about?
At first blush is looks like a mere lack of AA, but... not quite, lack of AA would look consistent through the frame. This is something else.You have razor sharp geometry edges, but also completely absent thin geometry. There's this...patterning to it that is kinda CB, but definitely NOT CB. It's weird.
Best analogy I can make is that it looks like something that was decimated down from higher resolution through nearest neighbor, has that kind of harshness to it.
And also, only happens in some screens, what leads me to believe this is something dynamic and related to some form of load balancing.
The fractured ground in Returnal looks normal at a distance but really bizarre up close (to the point it looks like errors with displaced vertices). Is that the effect you're talking about?
I suppose it would make sense that it would be worst at places with a lot of geometry and harsh geometry boundaries.
To the surprise of no one here, AC is not native 4k at 60fps."In a follow-up message sent to us by a PR representative at the publisher, this notion was also made clear once again. "I can confirm that Assassin's Creed Valhalla runs at 4K at 60 fps on PS5 (upscaled 4K)"
Don't Worry, Assassin's Creed Valhalla Runs at 4K/60fps on Both PS5 and Xbox Series X
Assassin's Creed Valhalla has been confirmed to hit the same benchmarks across both Xbox Series X and PS5, although the latter console is said to be upscaled 4K.www.dualshockers.com
"Upscaled" though? What like DLSS or AMD equivalent? Because we know that ain't happening. Dynamic res isn't the same as upscaled. It's a rubbish pr message that's for sure.
Previous games used dynamic res, temporal reconstruction for Pro enhancements, I would assume the same here except hitting 4k most of the time."Upscaled" though? What like DLSS or AMD equivalent? Because we know that ain't happening. Dynamic res isn't the same as upscaled. It's a rubbish pr message that's for sure.
Use the touchpad for text entry with soft/hard presses differentiated and predictive text.
GAME CONTROLLER WITH TOUCHPAD INPUT - SONY INTERACTIVE ENTERTAINMENT LLC
A game controller (200) includes a touchpad (204) that a user (206), viewing a virtual keyboard (216) on a screen (212), can soft-touch (300) to move a cursor on the screen and then hard-touch (302) twww.freepatentsonline.com