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

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Agreed, problem is Digital Foundry or specifically Richard got himself a little too invested in the "power" of the Series X. There's no nice way of saying this but they were riding Microsoft's dick for the past year. I get their reaction to the third party comparisons but I expect a level of professionalism from them, meaning they shouldn't really be picking sides or getting too invested into one console.

I think what everyone wants from them is a good explanation on what's going on. But not with any BS or excuses just clear facts on why this is happening. They already pushed the power narrative for the XSX now they have to explain if that power level is achievable.
 

kyliethicc

Member
Agreed, problem is Digital Foundry or specifically Richard got himself a little too invested in the "power" of the Series X. There's no nice way of saying this but they were riding Microsoft's dick for the past year. I get their reaction to the third party comparisons but I expect a level of professionalism from them, meaning they shouldn't really be picking sides or getting too invested into one console.
They are essentially external PR for Nvidia LG and Microsoft so their behavior is to be expected.

But its sad (and funny) to see them react to the PS5 version looking and running better... "must be a bug" claim with no evidence. 576p on the Series S and Richard says its great. Smh
 

Yoboman

Member
Go look at the quality of NXGamers video here



He is just a league ahead of DF for analysis

They are not the most in depth or the fastest analysis channel. They don't bring any special status to the discussion (just game journalists). At this point, following their analysis is just a matter of habit
 

Bo_Hazem

Banned
You guys can't behave while I'm sleeping. :lollipop_anguish:

aaaaaaaaaa.jpg
 

Great Hair

Banned
Go look at the quality of NXGamers video here



He is just a league ahead of DF for analysis

They are not the most in depth or the fastest analysis channel. They don't bring any special status to the discussion (just game journalists). At this point, following their analysis is just a matter of habit


But then NXG dropped this line. Unsure if he was drunk or ... XSX has, had more tearing, big fps drops, ... what? how!
 
Video for Dirt 5 Interview.



There are interesting points here.

Of course many games are using GDK, because they´re using DX12U exclusive features like VRS (Dirt 5, Gears 5, Gears Tatics), Ray Tracing (Watch Dogs Legion, DMC 5 SE). XDK games can´t use DX12U features.

And in another interview, David confirms that all RDNA 2 features are available in GDK for use. They´re still not using SFS and Mesh Shaders already, probably in future.

Probably GDK is familiar to develop as he said, but not so good to optimize, and i don´t really know if they could optimize well in someday. It´s because GDK brings all x86 Xbox consoles and PC at the same development pipeline. It results in highter abstraction level of course. Awesome to port, good to develop, but not so good to optimize.
 
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I think at this point even if it's really the tools, then what? They get everything "tightened up" and are on par with PS5? Or best case scenario maybe have a 5%-8%, or even 10% performance advantage? Would that be considered a win?

The narrative that the Series X is somehow vastly more powerful than PS5 has be shattered. It literally doesn't matter if they get everything firing on all cylinders and somehow take a very minor performance crown from here on out. For the vast majority, they'll look at the games and say to themselves that it's too close to call and PlayStation has better first-party support. I still think Series X is a great system, but fuck did they ever trip over themselves and fall on their face with this power narrative.

giphy.gif

Tools...


Speaking of tools, what about PS5? What happens if third-party developers really utilize PS5's SSD and I/O? What happens if they start digging into the fully programable geometry engine? For all the talk of tools, I don't hear anyone talking about that. This ain't over.
 

Ptarmiganx2

Member
I just keep winning the PS5 game. Not only did I fail to get one after my wife secured hers...hers managed to arrive 3 days early! I’m upstairs working and she calls me down saying she needs help. I come down the stairs and she asks me to open the package by the door. I see a huge freaking box, I’m thinking it’s the cat litter from her monthly Amazon order. Nope it’s her PS5. I called her an unfriendly pleasantly and went back to work.
 

MistBreeze

Member
I agree. My son, the first thing he said was "it's heavy!". Colour wise, I test placed it with my TV stand, which is very white. Light isn't great (it was taken at night time), but you get that the console isn't white white:

M6fs9p0.jpg


Controller: between the Haptic feedback and the adaptive triggers, those feature really add a lot of fun in the gameplay!
Oh man this is a tight fit...
Yeah the dual sense add this bit of extra step on immersion it is great
 

Sinthor

Gold Member
I understand that.

But key engineers that break the way you used to are very few in the industry.

You can think about like why AMD took so many years (decade?) to find a team that really can innovate and make a competitive product... they were stuck with GCN and K10 for so many years.

What MS did was to take what did right with PS4 and do the same with Xbox One X and Xbox Series X... just boosted the same way of thinking.

Sony again changed the game.

I’m even expecting a Series Xmid-gen upgrade copying a lot of PS5 ideias.

Have we gotten any definitive information on how or if the Xbox Series X split memory configuration is impacting performance? That one dev online like a year ago was claiming this meant that if the slower memory was being accessed, the entire memory bank went the same speed. Has anyone been able to confirm or disprove that? I still think this is something that likely is impacting the box and development for it.... Odd to me that no one has gotten to the bottom of this one.
 

SSfox

Member
Hmmmmmmmmmmmmmmm



EnYkUf8W4AAf2s8

That last quote is very fun to read, lol.

36666-full.png
 
Have we gotten any definitive information on how or if the Xbox Series X split memory configuration is impacting performance? That one dev online like a year ago was claiming this meant that if the slower memory was being accessed, the entire memory bank went the same speed. Has anyone been able to confirm or disprove that? I still think this is something that likely is impacting the box and development for it.... Odd to me that no one has gotten to the bottom of this one.

It doesn't need to be disproven. It's 100% correct. The multiple memory pools are really just the same physical memory chips, i.e. 10x separate chips of GDDR6 comprising 4x 1GB chips and 6x 2GB chips.

The "slower memory pool" is really just the extra 1GB on those 6x double density GDDR6 chips. So you can think of those 2GB chips as being partitioned in software. The first 1GB belongs to the "fast" 10GB memory pool that the applications can "see". The second 1GB on those 2GB GDDR6 chips are addressable as a separate "slower" pool, which is only slower because when accessing this memory on only 6x chips you're only able to access across a 192bit interface (6x 2GB chips with 32 channels per chip = 192bit).

It's inherently a common bus (not a separate one), so you cannot access both the slow and fast pools simultaneously. it's only one or the other. It's a somewhat novel design. But it evidently comes with limitations around the capacity of the fast pool (only 10GB) and memory access limitations with the common bus that developers will have to be very careful to design their games around. If they don't take care, I could easily see significant memory bus contention issues worse than what devs talked about with the PS4/XB1.
 

Nickolaidas

Member
i know a guy who knows him, and dusk really does have sources at Capcom. so what he heard might still be true. its possible their engine isnt playing with the ps5 hardware. its possible the xsx is really that powerful.

a couple of weeks ago, if you told me that the ps5 would offer 25% better framerate than the xbox series x in valhalla i wouldve laughed at you. I am a 100% open to the tables turning as the gen goes on even though i am not a 100% convinced the tools are the problem right now.
People who think that Dusk Golem was lying when he said that RE8 ran like shit on the PS5 really, REALLY need to re-watch the reveal trailer of RE8 and see how horrible the framerate was on the werewolf part and the old man. We're talking 5-10 frames per second there.

Capcom needed to re-adjust the RE Engine for PS5. That's it. And considering how Devil May Cry V runs on a PS5, it's safe to assume they adjusted it just fine.

RE8 will run perfectly on the PS5, but that definitely wasn't always the case - if it was, the RE8 reveal trailer would play at 60 fps without a hitch.

People like to shit on Dusk because ... I don't know, ERA? But the guy has leaked tons of things in the past which ended up being true.
 

Pjero

Member
Have we gotten any definitive information on how or if the Xbox Series X split memory configuration is impacting performance? That one dev online like a year ago was claiming this meant that if the slower memory was being accessed, the entire memory bank went the same speed. Has anyone been able to confirm or disprove that? I still think this is something that likely is impacting the box and development for it.... Odd to me that no one has gotten to the bottom of this one.

Ali Salehi, a rendering engineer from Crytek:

A good example of this is the X-Series Xbox series hardware. Microsoft has split the RAMs in two. The same mistake that the Xbox One made. One part of RAM has high bandwidth and one part of RAM has low bandwidth. And obviously, encoding this console will have a story. Because the total number of things we have to put in fast RAM is so much that it will be annoying again, and if we want 4K to support it, that's another story. So there will be parts that prevent the graphics card from reaching that speed.

---------------------------------------------------

Lady Gaia(actively worked in senior technical roles for three of the largest and most successful technology brands on the planet over a career spanning many decades) on RE (april 2020):

No disagreement there, though even bandwidth per TF tells only a limited story without knowing a lot more about caching, latency effects, and other system-wide design decisions. Streaming I/O can now be significant enough that there's a meaningful difference in bandwidth impact between loading raw data and then decompressing it vs. having decompression occur before DMA. We just don't know enough about the two systems to do really meaningful comparisons.

... which is why I keep stressing that waiting to see games in action is the sanest approach before drawing any conclusions. Hypotheses? Sure! Speculation can be good fun, but how it all impacts the end product is still something that only those under NDA know with any certainty.

Not entirely. The 48GB/s bandwidth used by the CPU uses the narrower bus width, so it has an outsized impact on the overall bandwidth available. The 48GB/s used by the CPU reduces the available bandwidth to fast RAM by 80GB/s, leaving 480GB/s rather than the 512GB/s in your analysis. That leads us to:

400GB/s / 10.28TF = 38.91GB/s/TF
480GB/s / 12.1TF = 39.67GB/s/TF

... which suggests that the two are comparably balanced for significant CPU workloads and GPU utilization. Of course there are a host of factors we don't know about ranging from caching effectiveness to memory latency that could further complicate the picture. Ability to effectively utilize GPU resources, impact of clock speed on non-CU aspects, etc. Armchair analysis only goes so far, and real-world benchmarks in the form of actual games are going to be far more meaningful.

+

It's something of a double-edged sword. If you literally put the whole OS in the slower pool then even fundamentals like managing I/O, the device driver layer, and even things like textures for visual overlays when trophies are acquired wind up having this outsized impact on bandwidth. If you don't, then you wind up reserving some of the fast 10GB pool. I'm sure there are smart people working on the right balance, but having to make this trade-off in the first place does complicate things. You also can't change at will which 10GB is faster, so moving data from one pool to the other also takes up bandwidth.

The unified memory pool design for the PS5 is definitely simpler and more predictable, and I believe that's going to feel like it was a smart decision even if the competition can manage to wring more performance out in optimal cases. I'm sure they wish it was economically feasible to go with 16Gbps GDDR6 instead, but price point is everything in this game. I look forward to finding out more about where both of them land on that front.

+

It's fairly straightforward: each memory cycle allows you to fetch or store data to all available chips in parallel. On the PS5 this means you're reading or writing 256 bits per cycle as a constant. On the Series X you're either reading or writing 320 bits in the base 10GB or 192 bits in the extended 6GB, depending on whether you're addressing the first physical GB (available on all ten RAM chips) or the second physical GB (available on only six chips.)

When accessing the narrower subset of memory that forms the "slow" 6GB you're still tying up a complete memory cycle, so your opportunity cost is 48GB/s divided by 192 bits times 320 bits, as this is the amount of data that could have passed over the bus through the full, wider channel. 48/192*320 = 80.



:messenger_grinning: She was spot-on.
 
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THEAP99

Banned
Do you ever just sit and admire this beautiful controller?

PXL_20201122_075348954.jpg



I platted miles morales tonight. Great game, little buggy though.

My friend bought borderlands 3 and I played some of that. Looks and plays great on the ps5, but the cherry on top is the dualsense. I love this controller. Borderlands 3 supports it very well.. I can't see myself using a different controller ever ever again. I love PS5
 

kyliethicc

Member
Have we gotten any definitive information on how or if the Xbox Series X split memory configuration is impacting performance? That one dev online like a year ago was claiming this meant that if the slower memory was being accessed, the entire memory bank went the same speed. Has anyone been able to confirm or disprove that? I still think this is something that likely is impacting the box and development for it.... Odd to me that no one has gotten to the bottom of this one.
Well the lead engine programmer at Id Software (Doom Eternal) said the Xbox Series S' entire memory setup is a significant issue. And he did mention the split bandwidth is a major problem (along with just less total RAM.)

So while the XSX has 16 GB of RAM, it still has this clear bottleneck and that will require lots of dev work & time to optimize around to avoid tanking performance. Memory is so important and the Xbox already will have a harder time feeding RAM with the slower I/O. This is a big part of why the PS5 is the better design, overall IMO.

8shdRq0.jpg


Funny that he's now an Xbox first party developer.
 

Hashi

Member
Ali Salehi, a rendering engineer from Crytek:

A good example of this is the X-Series Xbox series hardware. Microsoft has split the RAMs in two. The same mistake that the Xbox One made. One part of RAM has high bandwidth and one part of RAM has low bandwidth. And obviously, encoding this console will have a story. Because the total number of things we have to put in fast RAM is so much that it will be annoying again, and if we want 4K to support it, that's another story. So there will be parts that prevent the graphics card from reaching that speed.

---------------------------------------------------

Lady Gaia(actively worked in senior technical roles for three of the largest and most successful technology brands on the planet over a career spanning many decades) on RE (april 2020):

No disagreement there, though even bandwidth per TF tells only a limited story without knowing a lot more about caching, latency effects, and other system-wide design decisions. Streaming I/O can now be significant enough that there's a meaningful difference in bandwidth impact between loading raw data and then decompressing it vs. having decompression occur before DMA. We just don't know enough about the two systems to do really meaningful comparisons.

... which is why I keep stressing that waiting to see games in action is the sanest approach before drawing any conclusions. Hypotheses? Sure! Speculation can be good fun, but how it all impacts the end product is still something that only those under NDA know with any certainty.

Not entirely. The 48GB/s bandwidth used by the CPU uses the narrower bus width, so it has an outsized impact on the overall bandwidth available. The 48GB/s used by the CPU reduces the available bandwidth to fast RAM by 80GB/s, leaving 480GB/s rather than the 512GB/s in your analysis. That leads us to:

400GB/s / 10.28TF = 38.91GB/s/TF
480GB/s / 12.1TF = 39.67GB/s/TF

... which suggests that the two are comparably balanced for significant CPU workloads and GPU utilization. Of course there are a host of factors we don't know about ranging from caching effectiveness to memory latency that could further complicate the picture. Ability to effectively utilize GPU resources, impact of clock speed on non-CU aspects, etc. Armchair analysis only goes so far, and real-world benchmarks in the form of actual games are going to be far more meaningful.

+

It's something of a double-edged sword. If you literally put the whole OS in the slower pool then even fundamentals like managing I/O, the device driver layer, and even things like textures for visual overlays when trophies are acquired wind up having this outsized impact on bandwidth. If you don't, then you wind up reserving some of the fast 10GB pool. I'm sure there are smart people working on the right balance, but having to make this trade-off in the first place does complicate things. You also can't change at will which 10GB is faster, so moving data from one pool to the other also takes up bandwidth.

The unified memory pool design for the PS5 is definitely simpler and more predictable, and I believe that's going to feel like it was a smart decision even if the competition can manage to wring more performance out in optimal cases. I'm sure they wish it was economically feasible to go with 16Gbps GDDR6 instead, but price point is everything in this game. I look forward to finding out more about where both of them land on that front.

+

It's fairly straightforward: each memory cycle allows you to fetch or store data to all available chips in parallel. On the PS5 this means you're reading or writing 256 bits per cycle as a constant. On the Series X you're either reading or writing 320 bits in the base 10GB or 192 bits in the extended 6GB, depending on whether you're addressing the first physical GB (available on all ten RAM chips) or the second physical GB (available on only six chips.)

When accessing the narrower subset of memory that forms the "slow" 6GB you're still tying up a complete memory cycle, so your opportunity cost is 48GB/s divided by 192 bits times 320 bits, as this is the amount of data that could have passed over the bus through the full, wider channel. 48/192*320 = 80.



:messenger_grinning: She was spot-on.
Once again I will upload that picture:
RDNA-GBs.png

RX Vega is 12.6TF
RX 5700 is 9.7TF
but Total cache bandwith/flop is
RX Vega 0.6Byte/flop
RX 5700 1.6Byte/flop

RXVega can not send from/to cache in real-time results of computation fully loaded (to max 12.6TF) GPU.
Its extremelly hypothetical example. Which never really happens but that example that floating point operations per second can be execute more faster than bandwidth inside the SoC. There will be downtimes.
 

Aceofspades

Banned
Looking back at "Road to PS5" presentation, you have to acknowledge how Sony truly understands this industry. Also you have to admire their ability to correct their mistakes and improve their communication. After PS3 they poured all efforts to make developers life easier, PS4 was very powerful and easy to develop for. PS5 is following the same steps by engineering this beast in a way that helps devs to extract as much performance as they like with ease. They have done all this while supporting PS4 with stellar games every year , marvelous job indeed.


What did MS do during Xbox one era? Have they supported X1 properly? No.
Have they tried to innovate in this space like Nintendo or Sony? No.
Have they tried at least to improve next gen experience like UI or Controller? No.

What have they done exactly?

(Drum roll)

MS: here devs, we present TWO SKUs to make you life harder, and we added an extra layer of API* to help our game play good in our ENTIRE ECOSYSTEM, BUY GAMEPASS please!

*You can never reach any Xbox full potential with this API.
 

Nowcry

Member
Tim Sweeney, Epic Games, Unreal Engine, owner of Fortnite.



That is the next chapter of this great console, by the end of 2021 or 2022 you will see that the most interesting rush at the playable level and graphically. It's going to be very interesting, as the geometry engine and the IO controller are going to manage the GPU in a spectacular way.

As we are going to enjoy it, it is great because they are in the middle of the gen and surprises will come, it gives as double satisfaction with the purchase, you will see. We still cannot close the thread until 2022 we can continue to speculate about what the PS5 SOC is like and how the GPU will manage nanite.

I'm having a great time seeing MS get a good bang with your dishonest marketing as well as all their toxic followers who have been generating FUD on the discord channel. Also ordinary people have learned that TF is not an indicator of anything, which is great for people to stop relying on TF marketing and focus more on games.

This beginning of generation is being very satisfactory. However my PS5 will not arrive until December 11. :messenger_loudly_crying: :messenger_loudly_crying: :messenger_loudly_crying: At least I have the dual Sense connected to the PC on steam which already has support for everything except adaptive triggers. :messenger_beermugs::messenger_tears_of_joy::messenger_tears_of_joy: it's amazing.
 
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Bo_Hazem

Banned
iamvin22 iamvin22 : Sony has been calling. Not sure if I can go back as I still take care of my boy. Still undecided. If I do I won't be able to post much as the project + my boy will demand a lot of time. If so it's been fun. #Bo be good 🙃

Can't promise that, I've been reply banned from the Dirt 5 comparison thread for having too much fun.:lollipop_grinning_sweat: I'm honored by all the love (and hate). I tried to bring joy (and sorrow), learned a lot from all of you here. Some might not believe that most of the tech talk I'm using here has just been learned recently from the best around here, and others on the web since I joined NeoGAF. I barely knew the basics less than a year from now.

It's been a pleasant journey to me, had a blast. Hope to continue.

But I just got my PS5! Updating my PS4 Pro one last time and uploading my saves to the cloud before I give it away to my brother in law.

DSC-4245.jpg


Don't be happy, this is not a goodbye message.:lollipop_ogre:
 
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iamvin22 iamvin22 : Sony has been calling. Not sure if I can go back as I still take care of my boy. Still undecided. If I do I won't be able to post much as the project + my boy will demand a lot of time. If so it's been fun. #Bo be good 🙃

Can't promise that, I've been reply banned from the Dirt 5 comparison thread for having too much fun.:lollipop_grinning_sweat: I'm honored by all the love (and hate). I tried to bring joy (and sorrow), learned a lot from all of you here. Some might not believe that most of the tech talk I'm using here has just been learned recently from the best around here, and other on the web since I joined NeoGAF. I barely knew the basics less than a year from now.

It's been a pleasant journey to me, had a blast. Hope to continue.

But I just got my PS5! Updating my PS4 Pro one last time and uploading my saves to the cloud before I give it away to my brother in law.

DSC-4245.jpg


Don't be happy, this is not a goodbye message.:lollipop_ogre:
Enjoy man, you'll love it :D. Get Demon's Souls!
 
I just keep winning the PS5 game. Not only did I fail to get one after my wife secured hers...hers managed to arrive 3 days early! I’m upstairs working and she calls me down saying she needs help. I come down the stairs and she asks me to open the package by the door. I see a huge freaking box, I’m thinking it’s the cat litter from her monthly Amazon order. Nope it’s her PS5. I called her an unfriendly pleasantly and went back to work.
Anyone else think the huge freaking box is for him to sleep in!

They also do not have a Cat!!!
 

MistBreeze

Member
iamvin22 iamvin22 : Sony has been calling. Not sure if I can go back as I still take care of my boy. Still undecided. If I do I won't be able to post much as the project + my boy will demand a lot of time. If so it's been fun. #Bo be good 🙃

Can't promise that, I've been reply banned from the Dirt 5 comparison thread for having too much fun.:lollipop_grinning_sweat: I'm honored by all the love (and hate). I tried to bring joy (and sorrow), learned a lot from all of you here. Some might not believe that most of the tech talk I'm using here has just been learned recently from the best around here, and other on the web since I joined NeoGAF. I barely knew the basics less than a year from now.

It's been a pleasant journey to me, had a blast. Hope to continue.

But I just got my PS5! Updating my PS4 Pro one last time and uploading my saves to the cloud before I give it away to my brother in law.

DSC-4245.jpg


Don't be happy, this is not a goodbye message.:lollipop_ogre:
congratulations... have fun try astro first its essential to the DualSense understanding of features... its incredible
I alternate between it and miles morales currently and having a blast
 

sinnergy

Member
I love Knack! Not joking. But I'll avoid PS4 games, maybe only GOT for legends only. Ok, finished updating my PS4 Pro, uploading all the saves to the cloud, not gonna setup my PS5.

Hope mine works perfectly! See you guys later.:messenger_blowing_kiss: (yes homo)

regarding your previous post 😉
We all know you are a fanboy .. 😘 but please pipe a bit down , lately your post are becoming unreadable fanboy ramblings .. being a bit biased isn’t bad it’s even human , but do try to keep a objective point of view from time to time ! Enjoy your PS5! I went full Nintendo and MS, sold my PS4, do still have my PS3, PSP and Vita. And PS classic.

I like what Sony did with Dual sense , I think MS will copy it and have a controller like that in 2-3 years .
 
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FunkMiller

Gold Member
Glad I wasn’t the only one thinking this, the tone in this video was slightly different compared to how they usually do comparison videos, was more awkward lol.

The way they were shocked with the 120FPS mode almost sounds like they were expecting Series X to outperform PS5 because they actually fell for the 12 TFLOPs marketing talk.

The problem here is that Linneman and co rely on lots of subscribers for their revenue stream. If he’s truthful, there’s a chance people might unsubscribe, and hurt his earnings.

This is basically why you can’t really trust anything anyone says on YouTube. Their revenue stream is in direct opposition to honesty and clarity when it comes to being critical.
 

Lysandros

Member
this is what we at know Digital Foundry ?

bugs ?? !! better textures ... better frame rates since when these are bugs ?

they seem shocked ...

oh well we all expected series x to be better due to TERRAFLOPS but maybe Cerny is just genius wizard at tech
"Must be a bug really.."
"Yeah.."
"Weird, isn't it?.."
"Yeah.. (i am in pain)"

That's all folks! In other words "Tools, that's it."
 
Once again I will upload that picture:
RDNA-GBs.png

RX Vega is 12.6TF
RX 5700 is 9.7TF
but Total cache bandwith/flop is
RX Vega 0.6Byte/flop
RX 5700 1.6Byte/flop

RXVega can not send from/to cache in real-time results of computation fully loaded (to max 12.6TF) GPU.
Its extremelly hypothetical example. Which never really happens but that example that floating point operations per second can be execute more faster than bandwidth inside the SoC. There will be downtimes.


why the hell did you add up the cache bandwidth(s)? these are sequential systems so that makes no sense whatsoever. it's like adding your SSDs bandwidth to that of your system RAM...
 

Elog

Member
That pretty much never worked on PC. So there should be a deeper explanation.
52 CU should obliterate a 350Mhz higher 36CU GPU, if they belong to the same tech.

The problem on a PC can simplistically be shown like this. The information chain while gaming goes roughly as follows:

CPU->CPU cache->RAM->PCIe bus->VRAM->GPU caches->GPU

If you simply increase the frequency of one node in this chain you will gain quite little since you have not done anything to the other parts of the chain - you get a lot of 'wait and see' moments for data. It is not synchronised.

In a console you can work on all these parts to let the frequencies play out in full since it is a set hardware environment. It was fairly clear, that is how Sony approached the PS5 design.

In addition, I still believe there is a larger than expected cache in the PS5 (I do not know this ofc).
 

Garani

Member
Oh man this is a tight fit...
No, it isn't. PS5 sucks air from the front/curve (if you actually lay your hand there, you'll feel the suction, and it's pretty strong). That area is totally open, or at least it will be: I just dropped the PS5 there to see if it fits. In that moment it wasn't even plugged and I didn't bother clearing out the PS Move and other stuff the kids do drop in that open space.

Don't forget that the back of the furniture is totally open, and if needs be I can open further space to vent out. I am actually more concerned if the PS5 still fits with the cables plugged. The PS4Pro (you can't see it in the picture) is actually protunding with cables plugged, and it's not the nicest of looks.

Another point, I am in the middle of restructuring my living room, and the TV will be moved a bit. If needs be I'll have to option of raising the TV a bit so that I can place the PS5 on top of the furniture, and not whithin it. At this stage I have a number of options and I have time to re-evalue.
 

TLZ

Banned
I agree. My son, the first thing he said was "it's heavy!". Colour wise, I test placed it with my TV stand, which is very white. Light isn't great (it was taken at night time), but you get that the console isn't white white:

M6fs9p0.jpg


Controller: between the Haptic feedback and the adaptive triggers, those feature really add a lot of fun in the gameplay!
I wouldn't leave it in there if I were you.
 

LiquidRex

Member
So what's the key to Sony's success with the PS5: Throughput is the key. Just wait until GE is in action.

As Bruce Lee once said...
 
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