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

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Fordino

Member
I am still falling through the rabbit hole of watching reaction videos :messenger_grinning_squinting:

Luckily someone made it easier to get my daily dose of crack and made this collection of different YouTubers/streamers reacting to the box reveal!

I'm sure I'll be able to move on any week now.
Yeah I’ve done the same, my girlfriend is sick of hearing the reveal over and over 😂

That video doesn’t contain my favourite reaction, this guy didn’t know it was coming out this year.

 

Thirty7ven

Banned
By pushing Smart Delivery so hard in their marketing and have CD Project and Ubisoft on board, they are pushing other publishers for this. Because I'm pretty sure Cyberpunk will have the same thing on PS4/PS5, right? So Sony should push this forward too, imo.

Sony wants people to buy a PS5, their whole marketing is about that message. MS is trying something different, it’s saying “You don’t need this, but it’s here if you want it” and that’s a different strategy, and it’s a perfectly valid one.
 

Fordino

Member
Just looks this compression rates:

127 MB block compressed GPU textures, mix of BC1-7

78 MB with zip/zlib/deflate

70 MB with Oodle Kraken

40 MB with Oodle Texture + Kraken

https://cbloomrants.blogspot.com/2020/06/oodle-texture-slashes-game-sizes.html
Thanks, that link has helped me completely understand it now.

Oodle Texture simply takes BC 1-7 textures and formats (‘prepares’) their data in a way that makes them compress very well with Kraken and Zlib. Good stuff.

Oodle Texture is able to greatly decrease the size that a following Kraken compression gets by preparing the textures in ways that make them more compressible.
 
Who wants to frazzle their brains with BC textures and compression explained? 🤯


I was digging into this yesterday night. Went to sleep way later then planned because of oodle texture compression, got me interested and started to go down that rabbithole which lead me to this site also.
Although my understanding is still quite superficial it was interesting.

All of this however made me think: You could actually use machine learning algorithms to come up with best compression vs quality.
You'd need to do something in the lines of DLSS. Start with individual textures and see how much compression ML will be able to make without sacrificing to much quality.
Then increase the complexity by searching for algorithms that can handle certain types of textures best.
Once you've got a large enough database and several good ways to compress them, let ML search for a lossless compression for all of these already compressed textures reducing the size even more.
Wouldn't be surprised if this is how ms and oodle get those results.
 
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THE:MILKMAN

Member
Does anyone know the TDP of the PS5 and that of the XSX?

Nothing official yet but for XSX we do have somewhat of a guide as we know it has a 315W PSU. Xbox One X has a 245W PSU but I believe the Hovis method meant there was some variability of power consumption? The good units topped out at ~175W at the wall and some could top out >200W?

I can only guess the XSX will land in the 220W-250W area.

PS5 is even harder to try and guess because the very high clocks and variable clock method. Also Sony tend to always go for far higher rated PSUs than Microsoft. PS4 Pro has a 310W PSU which is only 5W lower rating than XSX PSU....but still only generally uses around the same or lower power at the wall as Xbox One X around the 170W (DF test) mark.

PS5 could have a 400W beast PSU and might actually have similar at the wall power consumption as XSX depending on efficiency.

The CPUs for both consoles I think will turn out very efficient and low power given they appear to be a variant of the Ryzen 4800U H. I wouldn't be surprised if these consume around the same power (25/30W) as Jaguar in current gen.

ETA: corrected the CPU variant!
 
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Fordino

Member
Again, clock speed is NOT a true indication for the ALU usage level.

from https://www.eurogamer.net/articles/digitalfoundry-2020-playstation-5-the-mark-cerny-tech-deep-dive

Several developers speaking to Digital Foundry have stated that their current PS5 work sees them throttling back the CPU in order to ensure a sustained 2.23GHz clock on the graphics core


Again, clock speed is NOT a true indication for the ALU usage level.

from https://www.eurogamer.net/articles/digitalfoundry-2020-playstation-5-the-mark-cerny-tech-deep-dive

Several developers speaking to Digital Foundry have stated that their current PS5 work sees them throttling back the CPU in order to ensure a sustained 2.23GHz clock on the graphics core
Not this again :messenger_tears_of_joy:

I'll link to my comment in the 'Matt weighs in on PS5...' post:

 

FeiRR

Banned
rnrival: "I am authority."

"That was a devkit."

rnrival: "Authority, I am."

The FUDshift is reaaaaaaaaal.

rnrival: rnrival mad

giphy.gif


He's sorta giving me that impression at the moment. He needs to learn how to chill.
 
Amazon France:

"The screenshot showing a PS5 product page on amazon.fr with a price of 499€ and a release date on November 20 is a fake and is not coming from our website"

Source:

PS. Some "journalists" really need to understand how Amazon listing works before reporting fakes BS as "rumors".
 
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Mark Cerny has warned against AVX usage.

You’ve repeated this claim about six times now—even linked to it—but have completely failed to understand the context yourself.

With fixed clocks and varying power consumption you have to make assumptions about how much power a game will need. That means also making assumptions on power hungry instructions like AVX. In this case assuming (and hoping) they’re not used much so you can set your fixed clock a little higher.
This is how things worked on PS4 and something like XSX.

But what if AVX instructions aren’t used sparingly, or if a game design needs them? Then you’d need to reduce your fixed clock to have enough headroom on power.

That’s the “warning against using them”.

When targeting fixed power and allowing the frequency to vary, you don’t have to assume anything about AVX usage, and there are no longer any unknowns on power usage.

Actual calculation and work done costs watts, regardless of clock frequency. Targeting fixed power consumption over fixed frequency means a fixed amount of work being done.

Identifying unproductive transient spikes in power usage (uncapped frame rates in simple map screens) and reducing clocks to keep that work at maximum power means that actual efficient CU occupancy in real world game code can have its frequency ramped up beyond what you could if you had to set a fixed clock and assume unproductive transients and unpredictably high AVX usage.

By catering to these unproductive transients in a fixed frequency domain it wouldn’t be possible to go this high on clock speed, and real game code would need to be run significantly slower to cater for these spikes.

Targeting fixed power is targeting fixed performance as far as actual numbers crunched goes. It’s leaving nothing on the table.

A fixed clock does not mean fixed performance. Nor does it mean uncapped performance. Power draw varies with work load, which is why you could have a 5Ghz clock that is stable all day in Windows, gets hot but is stable in games, and crashes in a synthetic stress test like Linpack.

Modern GPU overclocking is done by providing enough cooling so that your performance is limited by maximum allowed TDP, with no thermal throttling.

It’s targeting fixed power consumption. It’s the ideal thing to be limited by, rather than temperature.

PS5 does not throttle based on temperature. It cannot vary clocks based on temperature.
It doesn’t boost until a temperature threshold, but to stay at maximum power consumption.
PS5 is a big lad in a big boy chassis, it is not in a laptop chassis with limited cooling. It is not in the PC and mobile domain of boosting based on ambient temperature and die temperature, and backing off as they are hit.

AMD SmartShift only varies the maximum TDP allowed to each component of the same shared APU, and is only part of the variable frequency.
In your laptop with limited cooling and which boosts up based on die temperature, SmartShift extends the duration of maximum boosts. That’s what it’s designed to do based on AMD’s own literature on the subject.
In a PS5 it augments the fixed power target system so that each component has an even higher TDP to play with individually.
They have balanced the GPU and CPU frequencies so that they aren’t compromising the other and have similar thermal density.

Incidentally, 10% drop in frequency from 2230 Mhz lands on 2007 Mhz.

Cerny’s quote about a “couple of percent” drop in clock rate yielding a 10% drop in power consumption (which the article you quote flips around) is a quote to show how little you need to drop clocks to reduce power consumption.

It’s highlighting the relationship between the two variables. It isn’t in either case saying how low GPU clocks will fall.
Cerny chose dropping power by 10% as his starting point for that relationship. The article you quote chose 10% drop in clock for the starting point for that relationship.

If you’d been paying attention you’d see that PS5 targets a fixed power draw.
Fixed power draw.
Not an alternating 100% or 90% power draw (using Cerny’s power/clock relationship example figures).
The GPU doesn’t run into some power hungry instructions and decide to drop the clocks enough to now start running at 90% power until they’re finished.
It drops the clocks just enough to stay at 100% power because it targets fixed power usage by varying clocks. It doesn’t vary clocks and power.

You’ve not only taken numbers to highlight the non-linear relationship between power consumption and clock-speed to assume what a low clock speed might be, but you’ve chosen something the explain the relationship that arbitrarily chose a 10% reduction in clock-speed as its starting point, before kindly doing the math to tell us that equals 2Ghz as if that now somehow says this is what PS5 GPU clocks fall to.

Why not use Cerny’s own arbitrarily chosen 10% reduction in power consumption?

What would that yield as the lowest the clocks go?

How about if I say a 15% reduction in clock speed reduces power consumption by 75%
Have I now just proved that PS5 clocks go as low as 1.9Ghz?

You arbitrarily chose 2Ghz because that sounds more dramatic of the two relationships quoted, because you are an ill-informed troll.

Cerny has repeatedly said both clocks will run at maximum frequency most of the time.

In the same Eurogamer interview he even further explains to the interviewer who is also looking at the situation from a thermally throttling PC point-of-view that there is no “base clock”, and that even when the GPU spent an entire 33ms frame budget in work it sat at maximum clocks, without relying on a race to idle condition to artificially keep the clock-speed high.

When pushed further by the interviewer to figure out what the “base clock” is Cerny talks about what a synthetic benchmark that flips all transistors every tick would do, which would likely cause PS5 to reduce clocks more significantly and cause a fixed frequency system like PS4 to overheat and crash.

If you’re using your APU at 100% TDP at all times during a game with some kind of instruction snooping system, then you’re boosting useful game code while taming useless transients without having to cater to them.
Typically efficient game code only has around 30-40% CU occupancy. Which is why peak figures are meaningless. Especially if one system can recognise the difference between efficient game code and unproductive transients that would otherwise spike power on fixed clocks.
And before you misunderstand again, “efficient” in this case means above average CU occupancy. It means code written to really stretch the hardware in a useful way.
Synthetic stress tests are full of loops with no calculated result just for the sake of consuming watts/generating heat.

Fixed power variable frequency is like normalising an audio wave form to flatten out spikes so that you can amplify the rest of the audio without those spikes clipping.
Spikes aren’t efficient useful game code but typically oversights like uncapped low triangle scenes. Not extremely busy scenes with lots going on.

GPU work done is watts consumed, not clock speed.

wtfl;dr you misunderstood Cerny’s context for bringing up power hungry instructions to the extent it makes the opposite point you think it does. You’re taking an arbitrarily chosen number used to highlight a relationship to infer what PS5 clocks are while forgetting it’s fixed power variable clock, not variable power and variable clock

swtfl;dr trolling and derailing doesn’t go down well here
 
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saintjules

Member
Yeah I’ve done the same, my girlfriend is sick of hearing the reveal over and over 😂

That video doesn’t contain my favourite reaction, this guy didn’t know it was coming out this year.



Yeah I started following Deji because of his reaction lol. There's so many people that don't even know that next-gen is releasing at the end of the year, let alone that they exist!
 

Andodalf

Banned
Spider-Man in 60 fps with RT? Where that info came from? Looks bullshit to me

Not sure where that came from, the announcement video seems to be in 30, which is a general Indication of a 30 FPS target. It hitting 60 if it was a straight port might be possible, but going from ~1500p with their temporal juddering to full 4K on top of 60 FPS would take a lot, not sure how much room would be left for RT and other new tech. 30 seems far more reasonable at 4K.
 

Gamernyc78

Banned
Sony wants people to buy a PS5, their whole marketing is about that message. MS is trying something different, it’s saying “You don’t need this, but it’s here if you want it” and that’s a different strategy, and it’s a perfectly valid one.

We hear this nonsense alot. Microsoft are selling xbox's because thy want to sell xbox's so thts complete bs. Microsoft's tune and msging changed coincidentally enough when thy got thrashed this gen sales wise and got outsold in hardware like 3:1. Also is the same time thy started hiding sales numbers in alot of categories. It's the "I'm a lil boy that likes a girl, wants to be with a girl but will say idc or I don't like the girl" scenario. They realized they weren't winning in tht category so of course they changed their messaging but don't get shit twisted they do want to sell alot of consoles because contrary to the msging and the nonsense rationale, guess what? Microsoft wants ppl to end up in their eco system however it may be whether via pc or console, they want maus, selling tons of consoles gets people in their eco system and raises maus.
 
It hitting 60 if it was a straight port might be possible, but going from ~1500p with their temporal juddering to full 4K on top of 60 FPS would take a lot, not sure how much room would be left for RT and other new tech. 30 seems far more reasonable at 4K.

I was wondering the same: is this basically a PS4 game with a bit extra, so it can run at 60fps in 4K or is it a ground-up PS5 title?

At any rate, I really want to see 60fps options for all PS5 games. I can lose some bling for the sake of that.
 

DaGwaphics

Member
When targeting fixed power and allowing the frequency to vary, you don’t have to assume anything about AVX usage, and there are no longer any unknowns on power usage.

Seems like power usage should never be an unknown regardless of what you are doing. Fried dev kits should be a sign that you may be trying to do too much. :messenger_tears_of_joy:
 
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I assume that the next sony event will be in August . They have held back enough hardware details (Console and controller) to make things interesting but I am actually pretty hyped to see the hardware and games for the new vomit comet (PSVR2). Even though I can't wear it for more then an hour at a time, I do enjoy it. I am actually pretty hyped to see a possible wireless PSVR2 and even more hyped to be able to see PSVR Titles with Quality of a PS4 or greater. Imagine playing UC4 or LOU2 with a VR headset . The SSD streaming for VR has the potential to enhance open world simulations and I have a feeling we are going to be in for a treat in round 2.
 

IntentionalPun

Ask me about my wife's perfect butthole
My goodness it just gets funnier and funnier, the scheme for cross buy, smart buy, smart delivery whatever ONLY applies to first party. ONLY.

If Activision wants to offer free current to next gen, they will do it on both consoles.

If EA wants to offer free current to next gen, they will do it on both consoles.

If take two wants to offer free current to next gen, they will do it on both consoles.

If Capcom wants to offer free current to next gen, they will do it on both consoles.

So lets explore further as maybe its more complex :messenger_beaming:.

If Rockstar says GTA5 will be chartged for ps5 it will also charge for XSX

If dev B says game Z will be chartged for ps5 it will also charge for XSX

God is it that hard to get it, its blowing my mind, 3rd party pricing is set by 3rd party publishers, thats it

But but phil said there is a mechanism, are people have no own thought process ? omg, a few fancy words and a nice name does the confusing trick it seems ?

And I said they’ll likely do the same right in this thread.

What in the holy fuck is wrong with you people? Seriously take a breath or something before you post.
 

Andodalf

Banned
I was wondering the same: is this basically a PS4 game with a bit extra, so it can run at 60fps in 4K or is it a ground-up PS5 title?

At any rate, I really want to see 60fps options for all PS5 games. I can lose some bling for the sake of that.

I have no doubt it’ll take advantage of new tech, which is why I think it’ll be at 30, but it’ll still clearly be more closely related to Spider-Man 2018 than not. I doubt it would get compared to the lost legacy of it was rebuilt from the ground up.
 

Andodalf

Banned
Was this posted?




Close to threadworthy, very similar to the Horizon info dump



Let’s set the scene for the game a little more. It’s now wintertime, about a year after the events of the first game. Marvel’s New York is covered in snow, and just before Christmas break, a war between an energy corporation and a high-tech criminal army has broken out. Miles’s new home in Harlem is at the heart of the battle.

Our team at Insomniac has been working incredibly hard to bring you a fantastic Miles Morales adventure since we concluded development on Marvel’s Spider-Man. You’ll experience a full story arc with Miles, one that’s more akin to a game like Uncharted: The Lost Legacy in terms of overall scope. Marvel’s Spider-Man: Miles Morales is an important, heartfelt, emotional and essential experience to expanding the Marvel’s Spider-Man universe. And we hope it will be for you as well.
We are also excited for the game to demonstrate the power of PlayStation 5 this holiday. Marvel’s Spider-Man: Miles Morales will show off near-instant loading, ray-tracing, 3D audio and the DualSense controller. We’ve upgraded our characters with 4D scans and improved skin shading for more realistic looking characters and spline-based hair that moves far more naturally. Many of the city’s assets have also been updated to take advantage of the new console. As you experience Miles’s story, you’ll see, hear, and feel things in a whole new way, all thanks to PS5.
Emphasis mine

So in summary, Might have new areas. but does re use the same map, in the winter, with your home being in Harlem from the base game. Lost Legacy sized story on top of this.


Improvements

"Near- instant" loading
RT
3D audio
DS feature support?
Improved Character models
Improved skin shading
Improved hair
Improved City assets

From the video

They want combat and traversal to feel distinct, traversal is more "flail-ley", new powers in combat

Haptic controller feedback

RT reflections
 
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azertydu91

Hard to Kill
ToadMan ToadMan : Did you place that pointing finger right there by accident?


o68cXrY.jpg


If not: Well played! Seems like a couple of guys tried to report you, but ended up liking your post. Your cunning plan paid dividends.
If it was unintentional: Nevermind
So doest it prove that those that liked instead of reporting can barely read?
Even better they wanted to report him but blindly followed him to report him.

It remind me of a french humorist that has on his website 2 mail adresses one for compliments and one for people who want to insult him.

And he said believe it or not but the people that wants to insult him comply to the rule of different mail adresses for different purposes.
 

sircaw

Banned
Was this posted?




Close to threadworthy, very similar to the Horizon info dump





Emphasis mine

So in summary, Might have new areas. but does re use the same map, in the winter, with your home being in Harlem from the base game. Lost Legacy sized story on top of this.


Improvements

"Near- instant" loading
RT
3D audio
DS feature support?
Improved Character models
Improved skin shading
Improved hair
Improved City assets

From the video

They want combat and traversal to feel distinct, traversal is more "flail-ley", new powers in combat

Haptic controller feedback

RT reflections

100 bucks there is a spider-man outfit with "Black lives matter " on its back.
 
Seems like power usage should never be an unknown regardless of what you are doing. Fried dev kits should be a sign that you may be trying to do too much. :messenger_tears_of_joy:

No modern chip will even come close to that though. There are power and thermal protections that would stop execution or severely down-clock depending on how it’s configured.
On PS4 it would cause a crash according to Cerny.

The point is with a fixed clock variable power solution you have to estimate what your real world power consumption is likely to be with game code—including unproductive transients—and set the frequency bar low enough to cover that.

The second point is graphically intense scenes at fixed frame-rates are full of data being passed around the GPU and things waiting on other things and aren’t as power intensive as unproductive transients like a low triangle scene with an uncapped frame-rate. So by setting your fixed clocks based on dealing with those transients your graphically intense scenes are running at a lower clock-rate than they otherwise could be.

Games are nothing at all like synthetic unproductive benchmarks/burn-tests in how they use power. The simple cooling used in dedicated gaming machines like PS4 and even XSX would run into power/heat protection and crash if running synthetic burn-tests that try to use every flop every clock-tick.

A misconception around PS5 comes from a naive understanding that clock-speed relates to performance, when it is actually power consumption that measures work done. A fixed clock can be drawing next to no power, a lot, or even too much all depending on workload.
Fixed clocks are chosen based on worse case transient scenarios, like the God of War map screen. They are not chosen to maximise performance during busy and complex rendering.
This makes choosing clock-speed, power supply and cooling solution (educated) guess work that errs on the side of caution.

Another misconception is that PS5 variable frequency is the same as found in mobiles and PCs, where there is some kind of “base clock” that will be boosted from until the chip reaches some kind of thermally saturated threshold and returns to the base clock. Taking advantage of thermal mass to sneak in some extra performance in small tasks.

PS5—at least as described by the lead system architect—isn’t varying clock speed based on temperature of the die, but on power consumption to keep it at maximum when under load. PS5 isn’t some slim laptop chassis or mobile device.
It isn’t a general purpose computer that can benefit from transient boosts in clock speed during intermittently demanding tasks like opening an application, or running a calculation etc.
As described it is deterministic and identical regardless of expected working environment.

As further described by the lead system architect both the GPU and CPU are expected to stay at their maximum boost frequencies most of the time, without needing to pick and choose, and without the GPU needing being in a race to idle scenario but spending the entire frame drawing.

There’s a reason Cerny mentioned the map screen as being power hungry, and not a graphically complex scene.

The PS5 is a games machine tuned to be at its best running game code on its cores and CUs. It isn’t tuned to run benchmarks or load an application quickly. Its variable frequency system isn’t related to mobile and PC turbo clocks.

Neither XSX nor PS5 will be running game code at 12 or 10 teraflops. Comparing theoretical maximums might be useful for crunching prime numbers or running fury cube, or running crazy efficient OpenCL calculations, or even just looping something aimlessly to generate heat, but it’s just not applicable to 30-40% occupancy CU work.

If Cerny is right when he said both clocks will stay at or near maximum, and that it only takes a 2% drop in clock-speed to reduce power consumption by 10%, the clocks will spend most of their time pinned, varying away from it just enough to keep power at 100% during the kinds of map/menu screens that make my PS4 Pro to huff a bit more.

And because it’s worth repeating, the numbers above are arbitrary and describe a relationship between two variables.
The point being how little you need to drop clock-speed to reduce power requirement.
The power doesn’t need to be reduced by 10%, the entire point is that it’s fixed and stays pegged. 10% is an arbitrary number, he could have picked 5% and a smaller clock-speed decrement, and vice versa.

Even Leadbetter couldn’t wrap his head around it and was trying to understand it in terms of mobile/PC turbo boost clocks and base clocks. I think it confused Cerny which is why he brought up the synthetic code example.

PS5 is as much “10TF“ as XSX is “12TF”. The differences in APIs will make more of a difference than comparing theoretical maximums as far as games go. I’m also interested to see how much of a difference the Coherency Engines and GPU cache scrubbers make, as in theory that could significantly increase CU occupancy, making a direct comparison between the two less useful.
They are both RDNA2 based, but they are not entirely equal if the CUs in one have to do (significantly/slightly?) less trips to system memory.
 

Reficul

Member
So doest it prove that those that liked instead of reporting can barely read?
Even better they wanted to report him but blindly followed him to report him.
Well I can only speak for myself and I was in a frenzy because of all the nasty things he wrote. I was in tears and on my way to my safe-space and I actually believed his pointy finger.
When I finally realized the mistake I felt it would look strange to report a post I had liked.
But that's just me.
 

azertydu91

Hard to Kill
Well I can only speak for myself and I was in a frenzy because of all the nasty things he wrote. I was in tears and on my way to my safe-space and I actually believed his pointy finger.
When I finally realized the mistake I felt it would look strange to report a post I had liked.
But that's just me.
Alright the problem with some of these thread is that it becomes impossible to reckonize sarcasm .... Some people are too invested.

I do hope and think your post is.
 
When asked about a potential 40$ price point for Spider-Man



When did he become representative to speak for Insominiac & Sony. About price. These twitter f***boys think they are bigger than gaming. Bunch of clowns. They are not needed in gaming. Gaming will go on. If its £50 its £50. Its a new game buy it or move on.

Whats all this devaluing of gaming nonsense going around. You have to pay for quality. All these being cheap shit pissing me off. You have to pay for fun , you have to pay for entertainment.
 

Tripolygon

Banned
When did he become representative to speak for Insominiac & Sony. About price. These twitter f***boys think they are bigger than gaming. Bunch of clowns. They are not needed in gaming. Gaming will go on. If its £50 its £50. Its a new game buy it or move on.

Whats all this devaluing of gaming nonsense going around. You have to pay for quality. All these being cheap shit pissing me off. You have to pay for fun , you have to pay for entertainment.
He is basing this on precedence set by Sony. Smaller standalone games like Uncharted LL, Ratchet and Clank have an MSRP of $39.99. That's something Sony has been doing since PS3. They also quickly reduce prices as well for $60 games sometimes a few months after release or a year. The price drops to $39.99 and shortly after to $19.99.
ratcher-clank.jpg
 
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Neo Blaster

Member
But seriously I have been looking at the same posts page after page, realizing that and then going to the last page and then seeing them again is kinda getting tedious.
I've been tried to pay attention to when the post was submitted, if it's just a few minutes ago I immediately go to the next page to avoid re-reading later, but sometimes I just forget.
 

geordiemp

Member
Will this Oodle doodle be baked into the chipset, or software?

Its oodle doodle on the textures and graphics before they are put onto the 100 GB Blu ray. Prepared and ready, so compressed before hand.

The kraken hardware chip will then decompress them up to 22 Gbs. But why 22 GBs ...Cerny smiles...

But its only 8 or 9 Gbs....Cerny smiles...

But but you wont get high res textures on a 100 GB blu ray so Ps5 cant use crazy high extures for a whole game....,Cerny smiles....
 
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DaGwaphics

Member
That's quite a detailed reply BadBreathOfTheWild BadBreathOfTheWild , as a casual observer it's a bit beyond me technically, but much appreciated.

I was just making a joke that power budget is a thing that would always be thought about and accounted for regardless of whether you are doing the old way or the shifting that PS5 is doing. The only thing that consoles try to ignore is thermals, at least as best they can. But Sony, is still doing that with their method, so nothing changes there. We do need a frame limiter on menus and maps, those type of things.
 

wolffy71

Banned
We hear this nonsense alot. Microsoft are selling xbox's because thy want to sell xbox's so thts complete bs. Microsoft's tune and msging changed coincidentally enough when thy got thrashed this gen sales wise and got outsold in hardware like 3:1. Also is the same time thy started hiding sales numbers in alot of categories. It's the "I'm a lil boy that likes a girl, wants to be with a girl but will say idc or I don't like the girl" scenario. They realized they weren't winning in tht category so of course they changed their messaging but don't get shit twisted they do want to sell alot of consoles because contrary to the msging and the nonsense rationale, guess what? Microsoft wants ppl to end up in their eco system however it may be whether via pc or console, they want maus, selling tons of consoles gets people in their eco system and raises maus.
[/QUOTE
It stands to reason that a company wants to maximize its profits. Looks to minimize its expenses. When consoles are sold at a loss or close to, ever for only the first few years in generation it makes sense to look fir ways to reduce cost or increase price. Increase in price is tough as customers wont just pay any price. Reduce cost is the obvious choice. Seeing the console is a way to sell games snd subscriptions, it makes all the sense in the word to explore making that same revenue without a loss leader like the console itself.

In short, the console is a neccessary evil to get a customer. But if theres a way to capture that same revenue without the loss the company is better off
 
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Codeblew

Member
Clock speed is not a true indication for ALU usage e.g. heavy scalar integer workloads can yield high clock speed while 256-bit vector AVX yields lower clock speed.

You are ignoring Mark Cerny's warning against AVX.
What was his warning against AVX?
 
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