Whitecrow
Banned
Video here, timestamped:
Key points about the PS5 info:
-GPU sits a max frequenci (2.23GHz) 95% of the time, dropping to 2.1 GHz under heavy CPU load, and that happens "for less than one frame"
-Smartshift can change frequency multiple times for only one frame.
-CPU have 8 MB of unified L3 cache, and this is the "Zen 3 feature", but cores are Zen 2.
-The geometry engine is the secret sauce of the system. Yeah, it has VRS, but at early stages of the rendering pipeline (this means better, because then the rest of the pipeline have already less work).
-It's hardware based, so we do have another PS3 with its SPUs case. A tricky puzzle (is harder to code for it than for the DX12U version of it) that when solved can give great results.
-No game seems to be using it as for now, since it will take time to learn and profit from it. Expect some jaws on the floor with ND a SSM games.
I think, that in the case that all this is true (I'm almost sure it is), gives the PS5 the strenght to really punch above its weight.
As always, the first lineup of games will not be using PS5 at its full power, but later on, using the GI, and more nexgent-coded engines and better smartshift profiling and optimization, PS5 games will really shine.
Then add the Tempest Engine on top.
And as I always say, seems like PS5, beyond its raw specs, is a beautifuly crafted piece of tech and engineering.
Here's more interesting info from the replies:
Also, go give the man a like for his work, he deserves it : 3
Key points about the PS5 info:
-GPU sits a max frequenci (2.23GHz) 95% of the time, dropping to 2.1 GHz under heavy CPU load, and that happens "for less than one frame"
-Smartshift can change frequency multiple times for only one frame.
-CPU have 8 MB of unified L3 cache, and this is the "Zen 3 feature", but cores are Zen 2.
-The geometry engine is the secret sauce of the system. Yeah, it has VRS, but at early stages of the rendering pipeline (this means better, because then the rest of the pipeline have already less work).
-It's hardware based, so we do have another PS3 with its SPUs case. A tricky puzzle (is harder to code for it than for the DX12U version of it) that when solved can give great results.
-No game seems to be using it as for now, since it will take time to learn and profit from it. Expect some jaws on the floor with ND a SSM games.
I think, that in the case that all this is true (I'm almost sure it is), gives the PS5 the strenght to really punch above its weight.
As always, the first lineup of games will not be using PS5 at its full power, but later on, using the GI, and more nexgent-coded engines and better smartshift profiling and optimization, PS5 games will really shine.
Then add the Tempest Engine on top.
And as I always say, seems like PS5, beyond its raw specs, is a beautifuly crafted piece of tech and engineering.
Here's more interesting info from the replies:
Smartshift through AMD itself is known to be able to shift every 2ms, so for a 60fps game that's 8 alterations in a 16ms frame. It's not like it dips for minutes or hours or anything like that, it's constantly shifting so both parts can stay near their higher clocks.
EDITThe leak also claims 8 and 4 bit integer support for the GPU like XSX.
Also, go give the man a like for his work, he deserves it : 3
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