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Next-Gen PS5 & XSX |OT| Console tEch threaD

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quest

Not Banned from OT
Doubt youre getting it. PS3 gaming is more of a PS Now thing.

The farther you go back in time, the less people care. I don't think too many people care for PS3 games being true BC, just as I don't think Xbox gamers care for more 360 and Xbox OG games.

So for these old gens of games, what you got now is probably what you're going to get.

Xbox 360 and OG is 500+ games (I just googled it). I don't think MS is craving to spend time making more titles BC.

Sony's PS3 PS Now is I don't know. Whatever number games that is is probably all you're going to get. On the plus side, since it's pure streaming, there's probably a better chance of more PS3 games going to PS Now than more 360 and OG games being BC on SeX.

(Edit: Googling it, Xbox stopped doing BC last year. So basically what there is for 360/OG that's it).
The BC team is working on series x. They will pick up work on 360 games after launch. They are dirt cheap gamepass additions especially for xbox one they are supporting for a couple of years.
 

Audiophile

Member
I don't think people are aware of quite how effective proper 3D/binaural audio is and unfortunately conveying it to people without them trying it is akin to VR.

Before I put on a VR headset my assumption was it's just going to be like a big screen wrapped around in front of me, in 3D and it would simply be "more immersive". Even with all the hype and explanations out there, I wasn't prepared for "presence". When a character gets up in your face you really feel them stood there. I thought I'd still be looking into the world, not literally placed within it. This is the exact same thing that can be achieved for audio.


Building a convincing virtual soundscape is a vast technological undertaking in itself, but it's just the beginning. You have to convey it to the individual and this appears to be the first solution that not just covers every link in the chain but goes balls to the wall with it, providing the means to do it properly.

You've got the soundscape itself and the audio properties of the assets, you've got the convolution and bouncing of the audio itself, you have a hundred or so of those objects all emitting their own audio within that space and they're all dynamic, mobile and being updated hundreds of times a second... think bullets whizzing through the air, planes flying overhead, raindrops hitting the floor, team mates calling out to you, wind blowing through the trees. You then probe sound from the player's location and have to run it through a transfer function that mimics the acoustic properties a human head and most importantly the structure of the inner ear and how sound bounces throughout it, the more personalised it is, the better.

It's not just stereo but wider, it's not virtual surround, it's not more fidelity in itself.. Your brain should be able to pinpoint the location of everything around you, not just forwards/backwards, left/right but also height. Not just a case of direction but how far away too. This has functional gameplay implications too. Competitive online games will be great.

3D audio has appeared many times over many years often with a lot of trickery, but never with such an expansive amount of potentially dynamic audio sources; and with a pure path from those sources to the ear.

I've been privileged to have a sound engineer create a personalised HRTF profile back in 2016 by using probe mics in my ears and creating impulse responses of my head/ears. The audio I got to listen to was recorded in New York on the usual neumann dummy head with in-ear mics before having additional algorithms applied to it. I listened back on some in-ear monitors worth about £40 and it was the most convincing audio I've ever heard in my life. The striking nature of it made me feel like I was more there than I actually would be if I was really there. "More human than human?"...."More there than there!".

If this can be achieved in a virtual world where imagination as opposed to reality is the driving force, then that's something truly special. And Cerny said all the right things to make me think it can be done. Even cooler is that they at least want virtualise this to make the best of less optimal sound devices such as TVs and Soundbars.


From what we've heard so far MS/NinjaTheory have simply said XSX has "3d audio" whereas Cerny has detailed a promising and highly custom solution in hardware, software and potential approaches to custom HRTF. If it turns out that Sony does indeed have the stronger solution then that is honestly more important to me -- and I think in terms of moving the industry forward -- than ~1980p vs ~2160p for eg.

However, I don't mean to be fanboyish, I'm just stating whats important to me and how awesome this could be. If XSX comes up with something similar, that's great, the more standardised this is and the more people who at least get a chance to try it, the better.


Even 24yrs later, the best quick and dirty example of binaural audio out there is probably the famous qsound virtual barbershop, by comparison the soundscape is constrained and the fidelity relatively poor. And without a tailored HRTF profile it lacks that real sense of locality, decent earphones are also more effective on it than headphones, it does not work with speakers. It's still super cool though and a great little taster, though I'm sure half this forum have heard it by now:

 
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Reindeer

Member
Why would a 3rd party dev damage control for Sony? Why would he care?
Why would third party devs constantly feed insiders information about PS5 GPU being equal or more powerful than Series X? You think only gamers can be fanboyish?
 
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Andodalf

Banned
"The party told you to reject the evidence of your eyes and ears. It was their final, most essential command."

Guys, PS5 is more powerful! Sure Github says it's weaker, but look at my unbiased selection of devs!

Okay, so XSX does have 12 TF, but that must mean Github is just wrong and PS5 is higher than that, Look at these devs saying as much!

Okay, so PS5 is 10.2ish, but look at what these devs are saying! It's the same thing they said to imply XSX wasn't 12, and PS5 was >XSX, but this time they really mean it!


At some point you can't just keep baiting people along with the carrot, you have to deliver. All visible signs point to a clear advantage for XSX. PS5 SSD will enable cool stuff, but the XSX SSD will too. Both are a dynamic shift. TF will still have the biggest impact on the all important multi plat comparison Videos. Just trusting these "Devs" has constantly mislead people. Perhaps what Devs want isn't what gamers want. Maybe they think it's a bit easier to code for. Or maybe they like the CU number staying the same. Or they're an Audio Guy who likes getting more attention. The fact of the matter is "Dev dev dev dev" is a poor argument that can be made even when patently wrong, and will probably be made till after the consoles are out even when all is known.


Why would third party devs constantly feed insiders information about PS5 GPU being equal or more powerful than Series X? You think only gamers can be fanboyish?


What Insiders?
 
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SlimySnake

Flashless at the Golden Globes
Jason Shrier is one example that said that devs told him both consoles are similar or equal when it comes to GPU. Then there's one example on this forum in Osiris that was fed BS info by multiple devs.
flute leak was real and showed 530gbps. and yet sony is going with 440 gbps. why?

reiner and colin were told ps5 is more powerful. klee was told the same. so many different insiders were told to expect far higher than 10 tflops. why would all these devs feed their sources BS info?

you look at the ram bandwidth downgrade and you have to ask if they downgraded the gpu recently as well. even the github leaks had test results for over 500 gbps.

i wouldnt be surprised if sony was aiming for 12-13 tflops and ended up going with a smaller cheaper console later and went back to the ariel chip configuration from 2019 to save on costs.
 
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-kb-

Member
I'm curious, I didn't do research on PS5 RT. Care to elaborate on this?
Edit: and yeah RDNA1 is bullshit or Cerny wouldn't have spent ten minutes to explain efficiency differences from PS4.

Its the same as RDNA2, which is the same as the XSX solution, it has less RT cores because they scale with CUs but they run at a higher frequency so the difference will be closer to the difference in TFLOPs then the difference in CUs you may additionally see a difference due to the difference in bandwidth between the two but it won't be that high imo.
 

Reindeer

Member
flute leak was real and showed 530gbps. and yet sony is going with 440 gbps. why?

reiner and colin were told ps5 is more powerful. klee was told the same. so many different insiders were told to expect far higher than 10 tflops. why would all these devs feed their sources BS info?

you look at the ram bandwidth downgrade and you have to ask if they downgraded the gpu recently as well. even the github leaks had test results for over 500 gbps.

i wouldnt be surprised if sony was aiming for 12-13 tflops and ended up going with a smaller cheaper console later.
How would they get to 12-13 tflops with 36 CU GPU that is already pushed to its limits at ridiculous clocks of 2.25GHz. You got ram and tflop count mixed up there.
 
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joe_zazen

Member
flute leak was real and showed 530gbps. and yet sony is going with 440 gbps. why?

reiner and colin were told ps5 is more powerful. klee was told the same. so many different insiders were told to expect far higher than 10 tflops. why would all these devs feed their sources BS info?

you look at the ram bandwidth downgrade and you have to ask if they downgraded the gpu recently as well. even the github leaks had test results for over 500 gbps.

i wouldnt be surprised if sony was aiming for 12-13 tflops and ended up going with a smaller cheaper console later and went back to the ariel chip configuration from 2019 to save on costs.

cerny mentioned having to cap at 10.x because the logic stopped working at higher clocks. Dunno what that means exactly. i doubt they could have clocked it to get higher than xs but maybe..

anyway, reiner was talking about 2019 dev kits, colin knows nothing, and klee plants trees in Alaska.
 

TGO

Hype Train conductor. Works harder than it steams.
I don't think people are aware of quite how effective proper 3D/binaural audio is and unfortunately conveying it to people without them trying it is akin to VR.

Before I put on a VR headset my assumption was it's just going to be like a big screen wrapped around in front of me, in 3D and it would simply be "more immersive". Even with all the hype and explanations out there, I wasn't prepared for "presence". When a character gets up in your face you really feel them stood there. I thought I'd still be looking into the world, not literally placed within it. This is the exact same thing for that can be achieved for audio.


Building a convincing virtual soundscape is a vast technological undertaking in itself, but it's just the beginning. You have to convey it to the individual and this appears to be the first solution that not just covers every link in the chain but goes balls to the wall with it, providing the means to do it properly.

You've got the soundscape itself and the audio properties of the assets, you've got the convolution and bouncing of the audio itself, you have a hundred or so of those objects all emitting their own audio within that space and they're all dynamic, mobile and being updated hundreds of times a second... think bullets whizzing through the air, planes flying overhead, raindrops hitting the floor, team mates calling out to you, wind blowing through the trees. You then probe sound from the player's location and have to run it through a transfer function that mimics the acoustic properties a human head and most importantly the structure of the inner ear and how sound bounces throughout it, the more personalised it is, the better.

It's not just stereo but wider, it's not virtual surround, it's not more fidelity in itself.. Your brain should be able to pinpoint the location of everything around you, not just forwards/backwards, left/right but also height. Not just a case of direction but how far away too. This has functional gameplay implications too. Competitive online games will be great.

3D audio has appeared many times over many years often with a lot of trickery, but never with such an expansive amount of potentially dynamic audio sources; and with a pure path from those sources to the ear.

I've been privileged to have a sound engineer create a personalised HRTF profile back in 2016 by using probe mics in my ears and creating impulse responses of my head/ears. The audio I got to listen to was recorded in New York on the usual neumann dummy head with in-ear mics before having additional algorithms applied to it. I listened back on some in-ear monitors worth about £40 and it was the most convincing audio I've ever heard in my life. The striking nature of it made me feel like I was more there than I actually would be if I was really there. "More human than human?"...."More there than there!".

If this can be achieved in a virtual world where imagination as opposed to reality is the driving force, then that's something truly special. And Cerny said all the right things to make me think it can be done. Even cooler is that they at least want virtualise this to make the best of less optimal sound devices such as TVs and Soundbars.


From what we've heard so far MS/NinjaTheory have simply said XSX has "3d audio" whereas Cerny has detailed a promising and highly custom solution in hardware, software and potential approaches to custom HRTF. If it turns out that Sony does indeed have the stronger solution then that is honestly more important to me -- and I think in terms of moving the industry forward -- than ~1980p vs ~2160p for eg.

However, I don't mean to be fanboyish, I'm just stating whats important to me and how awesome this could be. If XSX comes up with something similar, that's great, the more standardised this is and the more people who at least get a chance to try it, the better.


Even 24yrs later, the best quick and dirty example of binaural audio out there is probably the famous qsound virtual barbershop, by comparison the soundscape is constrained and the fidelity relatively poor. And without a tailored HRTF profile it lacks that real sense of locality, decent earphones are also more effective on it than headphones, it does not work with speakers. It's still super cool though and a great little taster, though I'm sure half this forum have heard it by now:


I'm not hundred percent sold on it over good surround sound.
Hell that barbershop just sounds like Stereo to me
 

MarkMe2525

Member
Unlike Xbox One last gen which was worse specs wise across the board. PS5 is nowhere near that deficit. In fact It has way better SSD, Beast I/O , and fully customized 3D audio unit (we still don't know how XsX stacks against Audio especially)

All that versus a small deficit in the GPU 15% vs 40% deficit for Xbox last gen.

So now when we have a dev praising SSD capabilities of PS5 he is automatically on damage control mode? No, he is praising that because it's simply better . And all those devs comments where talking about the overall package of the unit which is designed masterfully by Sony.
Real question.. do you not see the series x as really well thought out gaming machine? They both have different goals and both were well crafted to achieve those.
 

Reindeer

Member
cerny mentioned having to cap at 10.x because the logic stopped working at higher clocks. Dunno what that means exactly. i doubt they could have clocked it to get higher than xs but maybe..

anyway, reiner was talking about 2019 dev kits, colin knows nothing, and klee plants trees in Alaska.
Higher than 2.3Ghz in a console factor? No way they could do that and get to 12 tflops. You would need water cooling and bigger box at that point, and even then it might not be physically possible. If this was possible then Cerny would have fixed those clocks at 2.3Ghz and there would be no need for boost mode.
 
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Smoke6

Member
Sony repeats now all the mistakes MS did this gen. Every news they spread at the moment looks like damage control.

Sony show gamers what only this super SSD can do on a concrete game (Gamedesign, or something) anything else right now looks like your marketing is running by rookies
Man this was a GDC tech keynote basically and wasn’t even intended for the likes of us as they will do that proper at a later date and you’ll Ben singing a different tune!

for fucks sakes man people here forget MS was in a position to do what they did for a reason and it still won’t help them out of the slump their in!

wanna y’all about marketing run by a bunch of rookies, explain the decrease in player base from one gen to the next as the same will happen in the upcoming gen!

with not even 2tf Sony made more happen than ms could with 6 and so what multiplats were a little better, they were still outsold damn near 3:1 and forced MS to throw everything in including the kitchen sink to attract more gamers!

trust and believe game pass wouldn’t be if MS was in Sony position or even close!
 

Reindeer

Member
Man this was a GDC tech keynote basically and wasn’t even intended for the likes of us as they will do that proper at a later date and you’ll Ben singing a different tune!

for fucks sakes man people here forget MS was in a position to do what they did for a reason and it still won’t help them out of the slump their in!

wanna y’all about marketing run by a bunch of rookies, explain the decrease in player base from one gen to the next as the same will happen in the upcoming gen!

with not even 2tf Sony made more happen than ms could with 6 and so what multiplats were a little better, they were still outsold damn near 3:1 and forced MS to throw everything in including the kitchen sink to attract more gamers!

trust and believe game pass wouldn’t be if MS was in Sony position or even close!
Has anyone here said that Xbox was going to win this gen because of specs? No. Don't know why you have a need to remind people that Sony will still (very likely) win in a thread that is about console specs and not about who will dominate next gen in sales. PlayStation has a bigger brand awareness and it's obvious that they will likely remain a market leader.
 
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joe_zazen

Member
Higher than 2.3Ghz in a console factor? No way they could do that and get to 12 tflops. You would need water cooling and bigger box at that point, and even then it might not be physically possible. If this was possible then Cerny would have fixed those clocks at 2.3Ghz and there would be no need for boost mode.

who knows.

but i am super keen to see rdna2 cards, as ps5 @2.3 with a $5 cooler bodes well for next gen amd cards.
 
cerny mentioned having to cap at 10.x because the logic stopped working at higher clocks. Dunno what that means exactly. i doubt they could have clocked it to get higher than xs but maybe..

anyway, reiner was talking about 2019 dev kits, colin knows nothing, and klee plants trees in Alaska.
This post from the other place might help explain.
rQsFNrj.png


On HZD point I can add the screen rendered had man small triangles according to Cerny and that definitely pushed some portion of the gpu to max load and since PS4 is thermal targeted the fans kicked in to cool it, bc a portion of gpu was overheating the whole package. On PS5 the target is power and the load or the frequency is tweaked to reach that power target, and if a map screen is pushing above that then presumably frequency will be lowered. But that is not a bad thing in this instance cause the map screen doesn't actually need that much frequency anyway.
 

Audiophile

Member
I'm not hundred percent sold on it over good surround sound.
Hell that barbershop just sounds like Stereo to me

If you listened on earphones or headphones and it only sounded like basic stereo then you're likely one of the unlucky people whose HRTF would sit far outside the norm. A custom HRTF profile like Cerny was alluding to should fix this.

That demo should sound very close to being in the room and voices/sounds should have an eerie sense of locality, presence and subsequent reality.

They also intend to map this tech out to TVs, Soundbars and Surround Sound over time; the latter of which would be like Dolby Atmos on steroids. This effectively makes for one audio standard for all which then makes the best possible situation out of any given setup.
 
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ethomaz

Banned
This post from the other place might help explain.
rQsFNrj.png


On HZD point I can add the screen rendered had man small triangles according to Cerny and that definitely pushed some portion of the gpu to max load and since PS4 is thermal targeted the fans kicked in to cool it, bc a portion of gpu was overheating the whole package. On PS5 the target is power and the load or the frequency is tweaked to reach that power target, and if a map screen is pushing above that then presumably frequency will be lowered. But that is not a bad thing in this instance cause the map screen doesn't actually need that much frequency anyway.
How reliable is that info about the soft cap? The GPU can go over 2230Mhz?
 

ph33rknot

Banned
Right, but even with that hardware it won't be enough to run Metro @ 4k/Ultra/RTX/60FPS (I even doubt 30FPS).

Developers are going to be careful with their engine subsystems because while you'll have the throughput to place assets in memory very very quickly, your bottleneck will end up somewhere else -- mainly THE GPU (which is both console's weak spots IMO). No amount of SSD speed or 12TFLOPS will be enough to stay away from overloading the GPU with extremely high res textures, full RT lighting, global illumination and shadows at very high pixel density (i.e. resolution).
I think you tripping on the 30fps
 

Reindeer

Member
Yeah he said both more powerful or on par with 2080 I think?
Exactly. I doubt Jason was making that up, he was obviously fed wrong info by devs. Developers are also people and some of them have their preferred platforms and might also show signs of fanboy syndrome, just look at VFX and his love for PC in this very thread.
 
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saintjules

Member
Just posting this out of interest, I'm not here implying the gulf would be closed or anything, but this is kind of interesting. It does sort of feel like Sony hasn't begun trying in earnest to pitch the PS5 yet, GDC was just that, for developers.

"The stuff I'm hearing from developers is very different from what I'm seeing in Sony's marketing strategy,"

"I'm getting texts and DMs from developers being like, this is such a shame, the PS5 is so superior in all these other ways that they're not actually able to message right now, or can't talk about right now. I heard from at least three different people, since the Cerny thing, that the PS5 is actually the superior piece of hardware in a lot of different ways despite what we're seeing in these spec sheets."





Ugh! As a Music Producer, I hate when Maddy says 'Techno Beats'. People need to know what genres they're really hearing. Anyway, interesting talk in the segment and I wasn't the only one thinking those silhouettes in the background were stills (somewhat)
 
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splattered

Member
Hey now I saw what you originally said! haha

What's this about 10.28 - 10% = 9.2tf and GCN???

BGs I want an explanation of this when you're feeling better... you said 10.28 - 10% = 9.2 and asked how it relates to GCN

Then you edited your comment to whatever it is that replaced it.

This week has been so wild!

Feels like The Twilight Zone or something ahhh
 

ethomaz

Banned
Exactly. I doubt Jason was making that up, he was obviously fed wrong info by devs. Developers are also people and some of them have their preferred platforms and might also show signs of fanboy syndrome, just look at VFX and his love for PC in this very thread.
He explained on ERA that devs really told him both machines perform close to each other and that the TFs different doesn’t tell the whole story.

We will see with comparisons late this year if he is right or not.
 

johnjohn

Member
Jason Shrier is one example that said that devs told him both consoles are similar or equal when it comes to GPU. Then there's one example on this forum in Osiris that was fed BS info by multiple devs.
That's why he's trying to damage control so hard right now, it's very unlike him.
 

johnjohn

Member
Man this was a GDC tech keynote basically and wasn’t even intended for the likes of us as they will do that proper at a later date and you’ll Ben singing a different tune!

for fucks sakes man people here forget MS was in a position to do what they did for a reason and it still won’t help them out of the slump their in!

wanna y’all about marketing run by a bunch of rookies, explain the decrease in player base from one gen to the next as the same will happen in the upcoming gen!

with not even 2tf Sony made more happen than ms could with 6 and so what multiplats were a little better, they were still outsold damn near 3:1 and forced MS to throw everything in including the kitchen sink to attract more gamers!

trust and believe game pass wouldn’t be if MS was in Sony position or even close!
What even is this post lmfao?!
 

juaco1993

Neo Member
BGs I want an explanation of this when you're feeling better... you said 10.28 - 10% = 9.2 and asked how it relates to GCN

Then you edited your comment to whatever it is that replaced it.

This week has been so wild!

Feels like The Twilight Zone or something ahhh

I think (keyword: 'think' = my opinion) that he's referring to his previous claims. I just now came to realization that on one of the first AMD's keynotes this year, they said that RDNA has a 50% advantage over GCN architecture...

BG's joke TFlops number for PS5 was always 13.8.

9.2 TF x 1.5(50% increase) equals....... yup 13.8


Anywho, that's just what I can think of. Let's wait for BGs to reply.


Edit: grammar
 
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kyliethicc

Member
How reliable is that info about the soft cap? The GPU can go over 2230Mhz?
Cerny said they could have let the GPU go higher if the game logic could handle it, because the cooling set up can handle it. But it can’t go higher than 2.23 GHz because it would fuck up how the game code runs. Clocks have more impact than just thermals. It affects how the GPU runs the games from a code / technical way too.
 
flute leak was real and showed 530gbps. and yet sony is going with 440 gbps. why?

reiner and colin were told ps5 is more powerful. klee was told the same. so many different insiders were told to expect far higher than 10 tflops. why would all these devs feed their sources BS info?

you look at the ram bandwidth downgrade and you have to ask if they downgraded the gpu recently as well. even the github leaks had test results for over 500 gbps.

i wouldnt be surprised if sony was aiming for 12-13 tflops and ended up going with a smaller cheaper console later and went back to the ariel chip configuration from 2019 to save on costs.

No, what Reiner and Colin said could still be true despite the TF difference. TFs don't tell the whole story w/r/t benchmarks.

Even so, we are only looking at an extremely minescule 16% difference in TF worst case...it's negligible. So devs may have said PS5 was "faster" because things like the SSD and supporting hardware make the biggest difference between the platforms.

I'm amazed Sony was able to get within 16% with 50% less Silicon. If Sony wanted to have blown past 12TF they could have, but it would have resulted in a much more expensive console.
 
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johnjohn

Member
He might be damage controlling to protect his sources or his own image because he pushed both consoles being equal for so long. Maybe he's a PS fanboy, I can't say cause I don't know.
His sources are anonymous. He's trying to protect his own. Image because he was wrong.
No, what Reiner and Colin said could still be true despite the TF difference. TFs don't tell the whole story w/r/t benchmarks.

Even so, we are only looking at an extremely minescule 16% difference in TF worst case...it's negligible. So devs may have said PS5 was "faster" because things like the SSD and supporting hardware make the biggest difference between the platforms.

I'm amazed Sony was able to get within 16% with 50% less Silicon. If Sony wanted to have blown past 12TF they could have, but it would have resulted in a much more expensive console.
Nah, Klee said he had the spec sheets and Reiner specified he was talking about TFs.
 
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I don't think people are aware of quite how effective proper 3D/binaural audio is and unfortunately conveying it to people without them trying it is akin to VR.

Before I put on a VR headset my assumption was it's just going to be like a big screen wrapped around in front of me, in 3D and it would simply be "more immersive". Even with all the hype and explanations out there, I wasn't prepared for "presence". When a character gets up in your face you really feel them stood there. I thought I'd still be looking into the world, not literally placed within it. This is the exact same thing for that can be achieved for audio.


Building a convincing virtual soundscape is a vast technological undertaking in itself, but it's just the beginning. You have to convey it to the individual and this appears to be the first solution that not just covers every link in the chain but goes balls to the wall with it, providing the means to do it properly.

You've got the soundscape itself and the audio properties of the assets, you've got the convolution and bouncing of the audio itself, you have a hundred or so of those objects all emitting their own audio within that space and they're all dynamic, mobile and being updated hundreds of times a second... think bullets whizzing through the air, planes flying overhead, raindrops hitting the floor, team mates calling out to you, wind blowing through the trees. You then probe sound from the player's location and have to run it through a transfer function that mimics the acoustic properties a human head and most importantly the structure of the inner ear and how sound bounces throughout it, the more personalised it is, the better.

It's not just stereo but wider, it's not virtual surround, it's not more fidelity in itself.. Your brain should be able to pinpoint the location of everything around you, not just forwards/backwards, left/right but also height. Not just a case of direction but how far away too. This has functional gameplay implications too. Competitive online games will be great.

3D audio has appeared many times over many years often with a lot of trickery, but never with such an expansive amount of potentially dynamic audio sources; and with a pure path from those sources to the ear.

I've been privileged to have a sound engineer create a personalised HRTF profile back in 2016 by using probe mics in my ears and creating impulse responses of my head/ears. The audio I got to listen to was recorded in New York on the usual neumann dummy head with in-ear mics before having additional algorithms applied to it. I listened back on some in-ear monitors worth about £40 and it was the most convincing audio I've ever heard in my life. The striking nature of it made me feel like I was more there than I actually would be if I was really there. "More human than human?"...."More there than there!".

If this can be achieved in a virtual world where imagination as opposed to reality is the driving force, then that's something truly special. And Cerny said all the right things to make me think it can be done. Even cooler is that they at least want virtualise this to make the best of less optimal sound devices such as TVs and Soundbars.


From what we've heard so far MS/NinjaTheory have simply said XSX has "3d audio" whereas Cerny has detailed a promising and highly custom solution in hardware, software and potential approaches to custom HRTF. If it turns out that Sony does indeed have the stronger solution then that is honestly more important to me -- and I think in terms of moving the industry forward -- than ~1980p vs ~2160p for eg.

However, I don't mean to be fanboyish, I'm just stating whats important to me and how awesome this could be. If XSX comes up with something similar, that's great, the more standardised this is and the more people who at least get a chance to try it, the better.


Even 24yrs later, the best quick and dirty example of binaural audio out there is probably the famous qsound virtual barbershop, by comparison the soundscape is constrained and the fidelity relatively poor. And without a tailored HRTF profile it lacks that real sense of locality, decent earphones are also more effective on it than headphones, it does not work with speakers. It's still super cool though and a great little taster, though I'm sure half this forum have heard it by now:


I'm not hundred percent sold on it over good surround sound.
Hell that barbershop just sounds like Stereo to me
I listened to it on my MacBook Pro laptop and even then I could tell from where the sounds was coming and the guy was speaking from. Putting on headphones it is much better and I could place the sounds in distance if I close my eyes. If the sounds are gonna be like this next gen then we are in for a treat. I played Hellblade on One X with my headphones and it was an experience even better than this since I could feel voices coming inside my head and circling around my if you know what I mean and I would love each and every one of the games that ever hits the market is going to be like that then people will understand the serious effect of great sound.
How reliable is that info about the soft cap? The GPU can go over 2230Mhz?
It can go over that but going over presumably produces diminishing returns and also at a certain point the switching gates inside the die in the size of nanometers just stop doing what they are supposed to which means they stop functioning unless you go down the clock. So that cap is really that, a cap that you just shouldn't go above. This marks the ceiling of the architecture most likely. If a few dollars worth of ingenious cooling solution is good enough to push the chip into ceiling, it bodes well for RDNA 2 and AMD as the AIO market will also be pushing 2+ GHz on their premium cards. It is however much harder to push a larger chip like in SeX which has smaller headroom or lower ceiling which means the exact same thing, and it was probably pushed to the max on MS console too.
While I'm not expecting the PS5 to look like its devkit I wouldn't be surprised if some elements of the V design carry over now we know the clocks. Would be cool if it had a split thermosiphon or something of that nature.
I am hoping for the exact same design simply because it was unique and awesome. Just perhaps a little smaller or thinner as the dev kits were tall and thick. But I want all those vents in my retail PS5 perhaps even more than that :D
 

ethomaz

Banned
Cerny said they could have let the GPU go higher if the game logic could handle it, because the cooling set up can handle it. But it can’t go higher than 2.23 GHz because it would fuck up how the game code runs. Clocks have more impact than just thermals. It affects how the GPU runs the games from a code / technical way too.
That is not what the guy quoted is saying... that is why I’m questioning him.
For what I understood you can’t go over the soft cap.
 
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B_Boss

Member
Posted already?


UPDATE: A quick update on backward compatibility – With all of the amazing games in PS4’s catalog, we’ve devoted significant efforts to enable our fans to play their favorites on PS5. We believe that the overwhelming majority of the 4,000+ PS4 titles will be playable on PS5.
 
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Reindeer

Member
His sources are anonymous. He's trying to protect his own. Image because he was wrong.
That makes the most sense because praising PS5 specs would ensure that PS fans who believed him for so long don't come after him, people would just forget that Jason was completely wrong about specs and everything would be dandy. I can't say this is definitely the case but it seems likely looking at the way he was acting.
 
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His sources are anonymous. He's trying to protect his own. Image because he was wrong.
Nah, Klee said he had the spec sheets and Reiner specified he was talking about TFs.

Then that makes no sense, since we've known the MS TF figure since January of 2019.

If they had spec sheets/TF figures, then the PS5 has never been more powerful than the 12TF figure cited in terms of FLOPS.

The only thing that makes sense is that in an actual GAME ENVIRONMENT PS5 has been faster due to higher clocks/SSD/supporting hardware.
 
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