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

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SonGoku

Member
Interesting.
Less accurate training (less accurate reconstruction) for more games integration.
It probably can create reconstruction mistakes (artifacts).
DSSS is a broad brush type of feature useful on PC but on consoles where devs target specific resolutions reconstruction techniques might provide better results
I called it. Sony is going the Microsoft route and should be simultaneously launching all exclusives on PC eventually
Common sense and past history indicates Sony strategy is geared towards releasing last gen games on PC. They started this trend by releasing PS3 games on PC
PS5 games being exclusive until the last year of the gen is a pretty safe bet
I think what happens here is that devs dont optimize menu screens. Where as the activity in games is dynamic with slower sections and sections with a lot going on in screens, the menus are constant and if they are running at 4k at all times, it causes the gpu to run at max constantly.
The explanation i read is that GPUs are very efficient at shading less complex geometry which makes it reach full utilization, common game scenarios are less efficient and GPUs won't get nowhere near full utilization
Sound just doesn't behave as rays, construction/destruction will be difficult I would imagine
But i imagine engines and APIs can make adjustments to simulate waves. If there wasn't a way Cerny wouldn't have bothered mentioning audio rt
Also take a look at VRWorks Audio 1.0 & 2.0. Support started with Maxwell (1.0) and Turing RT units increased performance ten fold
It covers acoustic simulations
I think it would be a win if Project Acoustics is combined with the PS5 HRTF 3D audio!
It would be neat and Im confident MS will play ball if they want multiplatforms to use their solution, though I presume most AAA studios, especially first parties will have their in house solutions for offline audio calculations to assist TE if need be. Just like they do for lighting and the like

I hope they experiment more with real time acoustics simulations using RT units considering the cost is so low compared to lighting
 
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Bo_Hazem

Banned
fxSL.gif


Welcome back bro. Drop some memes

Haha! :lollipop_tears_of_joy: Thanks a lot, bro.

Welcome back!

Now where were we? Oh yes! the PS5 GPU clock frequency is only for boost clock at 2.23GHz.

Still reading, need to digest 8 pages first.

I've had longer showers than that ban! Welcome back

It was a misunderstanding, and I'm grateful it was reviewed deeply by the mods with great help from fellow members. I'm really not into making any enemies, I hope that xbox fans accept me as their close friend that happens to support the rival team.:lollipop_raising_hand:

did you read the comments? :D

Read some after the ban, but I'm still at page 1710 and catching up. :messenger_winking_tongue:(y)
 
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bitbydeath

Member
That is not true at all; it does not slow down when not in use... you have it backwards.

It slows down when it's use causes a large power draw; which would be for heavy loads as well as strange scenarios like PS4 menu screens.

Mark didn’t explain it very well.
Here is a page dedicated to the technology.


AMD SmartShift technology dynamically shifts power in your system to boost performance for the task at hand.

AMD SmartShift technology allows the processor and the graphics to consume power from a shared power budget by dynamically shifting power depending on the task at hand.

The same smart shifting of power also applies in processor intensive tasks such as content creation. Power can be shifted to the processor to enable more performance.

AMD introduced it at their Analyst Day.
 

Gediminas

Banned
Haha! Yeah, I might need to temper down memes a bit :lollipop_tears_of_joy: Thanks a lot, bro.



Still reading, need to digest 8 pages first.



It was a misunderstanding, and I'm grateful it was reviewed deeply by the mods with great help from fellow members. I'm really not into making any enemies, I hope that xbox fans accept me as their close friend that happens to support the rival team.:lollipop_raising_hand:



Read some after the ban, but I'm still at page 1710 and catching up. :messenger_winking_tongue:(y)
there are some little juice bits in there from 1711 til 1714 i think :)
 

Tripolygon

Banned
I see you just want to troll. That's okay, in that case I'll leave it at this.

Developers don't even do the HRTF rendering, PS5 does it with sound sources passed from the game over to the OS, similar to how Dolby atmos works in windows and Xbox One. Tempest engine is a CU with 2 wavefronts, one is reserved for the OS/3D Audio to do HRTF while the other is for developers to use for their audio effects like convolutional reverb.

Just because what i'm saying does not fit a narrative you have formed does not make me a troll. Project Acoustics and Tempest Engine are not the same thing. Sure 1 part of the goal of tempest is similar to project acoustics and that is doing audio effects like reverberation, occlusion and decay. 1 is a software that runs pre-computed model of the effects while the other is a hardware that does those effects in real-time.
 

SamWeb

Member
Shader Array.

Each Shader Engine has 2 Shader Arrays in RDNA.
Each Shader Arry has 4 Render Backend.
Each Render Backend has 4 ROPs.

64 ROPs max.

GCN... 4 Shader Engine... each SE has 2 Render Backend... each RB has 8 ROPs.... 64 ROPs max... your pic shows 64 ROPs.
I know what is shown in the picture.....

1 Shader Arry (compute engine) has 4RB.
1 Shader Engine has 8 RB
2 Shader Engine has 16 RB > 64 ROPs

I do not see a limit for architecture here
Big Navi must have performance = ~ x2 Navi 10 to beat RTX 2080 Ti and be competitive for others.
This cannot be done with the existing "2SE design".
 
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IntentionalPun

Ask me about my wife's perfect butthole
Mark didn’t explain it very well.
Here is a page dedicated to the technology.


AMD introduced it at their Analyst Day.

Not sure why you are quoting me; I understand the tech. The person I quoted clearly doesn't.

Frequencies remain max as long as the power budget isn't reached. As soon as it's reached you start shifting power away from one to the other if you can to lower clocks on the CPU so that the GPU can remain max.. and if it can't do that it starts lowering the frequencies on the GPU.

It works practically the OPPOSITE of how the poster I corrected stated. If nothing is going on in a game both CPU and GPU should be running at max SPEED. They were using "power" generically not talking about the shift of actual watts around.
 
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Not sure why you are quoting me; I understand the tech. The person I quoted clearly doesn't.

Frequencies remain max as long as the power budget isn't reached. As soon as it's reached you start shifting power away from one to the other if you can to lower clocks on the CPU so that the GPU can remain max.. and if it can't do that it starts lowering the frequencies on the GPU.

It works practically the OPPOSITE of how the poster I corrected stated. If nothing is going on in a game both CPU and GPU should be running at max SPEED. They were using "power" generically not talking about the shift of actual watts around.
Edited post.
 
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IntentionalPun

Ask me about my wife's perfect butthole
Anyway, should't smartshift further prevent frequency variation?
If the CPU is 3.6 and the GPU is. 2.23, and the power consumption is too much, devs could lower the GPU clock. However, if the CPU has power left you can instead lower the CPU clock, lowering also useless power consumption, while also transfering power to the GPU at the same consumption.
It is correct?

As far as I can discern from Cerny's statements it's all automatic and based on the current workload. So it would automatically adjust the CPU speed if that helps the GPU within limits. But I imagine most of the time if you are increasing thermals via GPU calls it's going to need to slow the GPU down. That's just a guess though.
 
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SonGoku

Member
Why PS5 have BC of PS4 PRO legacy mode? For use supersample/cb render? Maybe trying to simulate the dedicated checkerboard render hardware inside PRO.
If this means the PS4 PRO mode will not get the PS5 enhancements?
Heres how I understand it:
Ideally PS4/Pro games will run at increased resolution and framerates however in case boost breaks compatibility (example: you get stuck in a specific level where it breaks) then BC has two modes to fall back on depending of the game.
  1. PS4Pro Legacy : For games with Pro support/patch
  2. PS4 Legacy: For games without Pro support i.e bloodborne
 
As far as I can discern from Cerny's statements it's all automatic and based on the current workload. So it would automatically adjust the CPU speed if that helps the GPU within limits. But I imagine most of the time if you are increasing thermals via GPU calls it's going to need to slow the GPU down. That's just a guess though.
Yeah I edited my post because you were already saying what I said lol
Oh man the quarantene is kicking, but probably I'm just an idiot.
 

SonGoku

Member
But I imagine most of the time if you are increasing thermals via GPU calls it's going to need to slow the GPU down. That's just a guess though.
Its not really that increasing thermals throttles GPU
SoC has a fixed power (100%) budget within it GPU & CPU have their own power budget with GPU having a bigger share (say 80%)
Picture GPU is rendering a frame very efficiently reaching very high utilization, once the increased power consumption surpasses the allocated power budget (80%) for GPU there's 2 options.
  1. Divert some of the left over power budget from CPU (smartshift) raising the cap on the GPU power budget (80%->90%) thus allowing GPU to mantain frequency
  2. Downclock GPU a few percentages to remain within the power budget 80%
Numbers are made up for the example
 
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IntentionalPun

Ask me about my wife's perfect butthole
Its not really that increasing thermals throttles GPU
SoC has a fixed power (100%) budget within it GPU & CPU have their own power budget with GPU having a bigger share (say 80%)
Picture GPU is rendering a frame very efficiently reaching very high utilization, once the increased power consumption surpasses the allocated power budget (80%) for GPU there's 2 options.
  1. Divert some of the power budget from CPU (smartshift) raising the cap on the GPU power budget (80%->90%) thus allowing GPU to mantain frequency
  2. Downclock GPU a few percentages to remain within the power budget 80%
Numbers are made up for the example
Yeah I meant power not thermals, derp.

I imagine in many scenarios it might need to do both #1 and #2. But either way, Cerny said most of the time both run at 100% frequency so we'll see.
 
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SonGoku

Member
Yeah I meant power not thermals, derp.

I imagine in many scenarios it might need to do both #1 and #2. But either way, Cerny said most of the time both run at 100% frequency so we'll see.
Yeah for example 3.3Ghz & 10TF but its important to highlight this is likely to happen in just a few frames or seconds where utilization is particularly high which isn't all that common in gaming. After its jumps back up

Also important: Smartshift wont necessarily downclock CPU if the load/instruction isn't power hungry it can have left over power budget at any given time
 

FeiRR

Banned
Cerny was quite clear in his deep dive that 100 most played PS4 games are expected to run in 'boost mode' on PS5, with at least resolution and fps enhancements. We still don't know what other features PS5 BC will offer.
Then it was confirmed that about 4000 PS4 games have been tested.

If you go to 'boost' settings in PS4 menu, you can read that this should give you better framerate/performance but in case of any problems, you should switch it off. This is a preventive measure because Sony can't be held liable for burning someone's console just because some obscure game used an undocumented hardware hack, ran into an infinite loop and caused a disaster. There are 30 years old computers which aren't 100% emulated yet and will probably never be because nobody is able to test all software that was made for them. Don't expect a system with less than 10 years of history to be 100% accurate with BC. I'm sure that all the games you have will be fine and even if one or two aren't - is it really that important? It's more of a logistic problem to test thousands of games in a new environment than company policy, technology hurdles or anything else. But to understand that, you need to know how emulators (SW or HW, doesn't really matter) work. All emulators are a band-aid solution, nothing beats real hardware running code which was written for it.
 

bitbydeath

Member
Not sure why you are quoting me; I understand the tech. The person I quoted clearly doesn't.

Frequencies remain max as long as the power budget isn't reached. As soon as it's reached you start shifting power away from one to the other if you can to lower clocks on the CPU so that the GPU can remain max.. and if it can't do that it starts lowering the frequencies on the GPU.

It works practically the OPPOSITE of how the poster I corrected stated. If nothing is going on in a game both CPU and GPU should be running at max SPEED. They were using "power" generically not talking about the shift of actual watts around.

You confused me with this post.


That is not true at all; it does not slow down when not in use... you have it backwards.

It slows down when it's use causes a large power draw; which would be for heavy loads as well as strange scenarios like PS4 menu screens.

It can run both at max frequencies as stipulated by Mark Cerny.

The point is to share resources to punch above when one isn’t required at full strength is my assessment of the tech.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
As far as I can discern from Cerny's statements it's all automatic and based on the current workload. So it would automatically adjust the CPU speed if that helps the GPU within limits. But I imagine most of the time if you are increasing thermals via GPU calls it's going to need to slow the GPU down. That's just a guess though.

Smartshift is different from the variable CPU and GPU power movements. People are mistakenly getting those two things confused.

Its not really that increasing thermals throttles GPU
SoC has a fixed power (100%) budget within it GPU & CPU have their own power budget with GPU having a bigger share (say 80%)
Picture GPU is rendering a frame very efficiently reaching very high utilization, once the increased power consumption surpasses the allocated power budget (80%) for GPU there's 2 options.
  1. Divert some of the power budget from CPU (smartshift) raising the cap on the GPU power budget (80%->90%) thus allowing GPU to mantain frequency
  2. Downclock GPU a few percentages to remain within the power budget 80%
Numbers are made up for the example

I think you are confusing what Smartshift is being used for. It's not really being used for your example though.
 
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Fake

Member
Heres how I understand it:
Ideally PS4/Pro games will run at increased resolution and framerates however in case boost breaks compatibility (example: you get stuck in a specific level where it breaks) then BC has two modes to fall back on depending of the game.
  1. PS4Pro Legacy : For games with Pro support/patch
  2. PS4 Legacy: For games without Pro support i.e bloodborne

Ok. I'm starting to understand now.
 

IntentionalPun

Ask me about my wife's perfect butthole
It can run both at max frequencies as stipulated by Mark Cerny.

And I literally said that... right in the post you quoted.

"Frequencies remain max as long as the power budget isn't reached. " = me, in the post you quoted

The point is to share resources to punch above when one isn’t required at full strength is my assessment of the tech.

There's really 2 concepts.

1) Shifting between CPU/GPU power draw. From that perspective, it's making compromises to keep one or the other at a higher power draw
2) The overall concept of lowering clocks to conserve power

You are really describing it almost backwards; it's really punching above it's weight when power draw is LOW. The other option is to always have the clocks lower so that your power draw can never go too high.

It's kind of a catch 22, as the frequencies will drop when the game could use them the most; but concept #1 should help with that a bit, because in a scenario where the GPU needs power and the CPU doesn't it can compensate.
 
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SonGoku

Member
Smartshift is different from the variable CPU and GPU power movements.
They are indeed separate things
Smartshift is just a bonus for instances where GPU is handling (exceedingly) power hungry loads, smartshift can send leftover CPU power
I think you are confusing what Smartshift is being used for. It's not really being used for your example though.
What do you mean, explain?
It's kind of a catch 22, as the frequencies will drop when the game could use them the most
But important to point out simultaneous high eficiency usage of CPU/GPU resources is rare in gaming workloads as there will always be stalls in the pipeline.
 
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IntentionalPun

Ask me about my wife's perfect butthole
Smartshift is different from the variable CPU and GPU power movements. People are mistakenly getting those two things confused.

I didn't call it Smartshift because all I know is what Cerny described not the AMD marketing stuff.


Isn't it just a custom version of Smartshift though? It's the same concept but done via measuring the workload sent to the APU.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
They are indeed separate things
Smartshift is just a bonus for instances where GPU is handling (exceedingly) power hungry loads, smartshift can send leftover CPU power

What do you mean, explain?

Well you explained it already lol.

I didn't call it Smartshift because all I know is what Cerny described not the AMD marketing stuff.


Isn't it just a custom version of Smartshift though? It's the same concept but done via measuring the workload sent to the APU.

Smartshift is a "bonus". If the GPU needs to downclock by 2% for a few frames, the dev or the PS5 doesn't need to use any CPU power at all. The CPU can still run at 3.5 GHz just fine. Smartshift is only used when leftover power needs to be used and is wanted. Smartshift doesn't have to happen at all in order to keep the PS5 cool. From my understanding, you can use smartshift, even if the power from the GPU's workload isn't being maxed out.
 
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IntentionalPun

Ask me about my wife's perfect butthole
Yeah, like I said in this post there are 2 concepts.

Smartshift is just part of it. Like I've been saying, if the workload is too high chances are the GPU will need to lower it's frequency and can't just magically get power from the CPU.

So workload too high for the GPU causing power budget to be exceeded:

- Might be able to squeeze some power budget from the CPU (Smartshift)
- Might have to lower the GPU frequency (not Smartshift)
 
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DrKeo

Member
Im talking about the double straw system, its from drkeo twitter and its not how it works in practice
My tweet was about explaining the XSX memory setup to people who don't understand it, it wasn't meant for a deep dive regarding memory access by the GPU/CPU so don't try to extract some "two straws system" out of it because it doesn't exist there.

I have a feeling Dr Keo is R600 or absolute beginner on B3D. He's far more reasonable there than he was here, but then again, so am I. lol
Nope. I'm DrKeo here, there and everywhere. You can check out my XBLA account, my PSN account, my steam account, my beyond3d account or my twitter account, most of them are over 10-years-old. I don't have any other alt accounts here or in Era, I've been DrKeo ever since the Quake 3 days and that's my main handle almost everywhere. I've usually don't really go to international forums but things changed last year, that's why my user is pretty new both here and in Era.
 
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PaintTinJr

Member
Ray bounces are random. If you can predict a ray bounce in advance why use RT? Just pre-bake that information into the asset.
I was thinking about it from the BVH perspective. I was under the impression that between any two frames there would be a lot of identical hierarchy traversals by the same viewport pixel - which individually would be random memory accesses, but between two consecutive frames could be one traversal and one lookup, so long as keeping track of when the stored traversal data had became invalid. Is that not possible?
 

ethomaz

Banned
Mark didn’t explain it very well.
Here is a page dedicated to the technology.








AMD introduced it at their Analyst Day.
PS5 doesn’t use SmartShift to define the frequencies of the CPU and GPU... they are defined by the logic inside the custom power control unit.
It is based in workload instead thermal like SmartSift.

After it decide the clocks it can use SmartShift to transfer non-used power from CPU to GPU if needed.

So any doc about SmartShift doesn’t tell how PS5 use it.
 
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ethomaz

Banned
I know what is shown in the picture.....

1 Shader Arry (compute engine) has 4RB.
1 Shader Engine has 8 RB
2 Shader Engine has 16 RB > 64 ROPs

I do not see a limit for architecture here
Big Navi must have performance = ~ x2 Navi 10 to beat RTX 2080 Ti and be competitive for others.
This cannot be done with the existing "2SE design".
There is no BigNavi yet and it is RDNA 2.

RDNA is limited to 64 ROPs.

And no AMD GPU ever had more than 64ROPs (excluding Dual GPU for obvious reasons)... it is a limitation of GCN that carried to RDNA.

To change that in RDNA 2 they need to increase the number of Shader Arrays to more than 4. But Xbox with 56 CUs doesn’t seems to be using more than 4 Shader Arrays.

And about the 2x Navi you don’t need to increase the number of Shader Array just increase the number of WGP in each Shader Array... for example from 5 WGP in Navi 10 to 10 WGP in BigNavi and you will have 80 CUs.

It is not clear what AMD will do.

Said it doesn’t seems to me that Xbox is using more than 4 SAs with 7 WGP each because both 6 SAs and 8 SAs doesn’t fit 56CUs.... 6 with 4WGP = 48, 6 with 5WGP = 60, 8 with 4WGP = 64, 8 with 3WGP = 48.

So the only option to 56CUs is 4SAs with 7WGP.

That means 64ROPs.
The chances to Xbox have more than 64ROPs lies in drastic changes to the Architecture that I don’t believe it will have.
 
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SonGoku

Member
IntentionalPun IntentionalPun mckmas8808 mckmas8808
There's some confusion regarding the underlying technology since they both (PS5 & AMD generic smartshift) adjust frequency/power based on loads. The Key differentiators however are:
PS5
  • SoC has a fixed power budget (300W) GPU & CPU each have a power budget within SoC. Say the reference values are GPU 250W & CPU 50W
  • Smartshift only diverts power to GPU if there are leftover CPU resources while at 3.5GHz and GPU is exceeding its power budget. CPU only using 30W so 20W diverted to GPU->270W
  • Smartshift never diverts power from GPU to CPU
  • Developers can choose to prioritize GPU over CPU by increasing the GPU power budget (250W->270W) and decreasing CPU budget (50->30W). CPU will run on average slower (3.2GHz) but for less power intensive tasks go up to 3.5Ghz. GPU would be able to run at 10.27TF with the rare few percentage frequency drop depending of load (10.27TF<->10TF). This is the likely scenario developers spoke of to DF where they throttled CPU in order to ensure a sustained 2.23GHz clock on the GPU. Note this is not smartshift
AMD APU Smartshift
Power and frequency balance between CPU & GPU happens all the time bidirectionally depending of the type of loads
Can get throttled by thermals

Numbers are just made up for the explanation
Well you explained it already lol.
While writing the above explanation i realized my mistake, thanks
Smartshift is only used when leftover power needs to be used and is wanted.
True
From my understanding, you can use smartshift, even if the power from the GPU's workload isn't being maxed out.
While technically possible what would be the purpose of diverting power to GPU that it doesn't need (wont use)
 
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psorcerer

Banned
I was thinking about it from the BVH perspective. I was under the impression that between any two frames there would be a lot of identical hierarchy traversals by the same viewport pixel - which individually would be random memory accesses, but between two consecutive frames could be one traversal and one lookup, so long as keeping track of when the stored traversal data had became invalid. Is that not possible?

Yes, of course. Have you seen the Quake 2 (RTX ON, mwahaha)?
They update shadows each 10 frames or so, looks hilarious sometimes.
 

SonGoku

Member
My tweet was about explaining the XSX memory setup to people who don't understand it, it wasn't meant for a deep dive regarding memory access by the GPU/CPU so don't try to extract some "two straws system" out of it because it doesn't exist there.
Many people who saw your diagram, including the member i was having that discussion with, assumed data could be drawn in parallel from both straws by CPU & GPU, so i corrected him.
Anyways welcome and thanks for the clarification
 

01011001

Banned
Yes, of course. Have you seen the Quake 2 (RTX ON, mwahaha)?
They update shadows each 10 frames or so, looks hilarious sometimes.

yeah, if you look for it you can see where they tried to save performance.

but I mean, it's still impressive, but I hope they will update it with more options so that future GPUs can actually use their better hardware to improve the image quality.
 

01011001

Banned
I don't believe that RT won't suck at least next 5 years or so.

it doesn't suck now, it's just a bit too early to go full pathtracing outside of tech showcase games like Quake 2 or Minecraft.

hell, Crytek's RT demo showed that with the right limitations you can even have decent looking RT reflections on mid range GPUs with no RT acceleration.
 

Bo_Hazem

Banned
That's kind of the point of RT audio though, is it not? Just like RT lighting, it's meant to simulate everything in the most realistic way. For example, check out this video. It's someone just messing with RT audio in UE4, but it allows for very accurate representation of the room they're currently in, down to the materials used and everything. There are a few awesome videos on youtube going over RT audio, and even though they are an early glimpse into what can be done, it's all very exciting stuff.



This must be the best sound I've heard in a game, just wow. I'll definitely not buy a horror game though.
 

Bo_Hazem

Banned
Interesting. Sounds like the audio is in mono, but then it comes out in stereo at times. Something to do with stereo separation I think.

I think you're not using a proper headset, or your device is not producing it properly. I have a high end PC but it produces shit sound from its native 3.5 auxiliary port, but through TV's 3.5 aux and using only HDMI ARC (not eARC) the amount of detail in the sound is NEVER been in a game I've tried so far.

My headphones are pretty cheap, but Sony cellphone headphones (Sony MH410c), but good for 100-16,000Hz which is very good for such a small, cheap headphone. It's funny that they're somehow better than my Astro A40 in terms of clarity, maybe for being closer to the ear?

148401.jpg


But don't worry, with a gaming headset if that's available in your next console, you'll be amazed.

Welcome back Bo-Hazem 🤣🤣
1tD46IL.png


Thanks a lot to all of you guys, it really warms my heart.:messenger_heart:🙏
 
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