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He wasn't clear. You are being clear when you talk with hard facts, not when you're sugar coating them with technobabble.

Mark Cerny (35:28, The Road to PS5)..."We went with a variable frequency strategy for PS5 which is to say we continuously run the gpu in boost mode"

If we take this literally, then is not true. PS5 will not run continuously in Boost mode, it will try. It will go up or down.

Why choose the words, like continuously, boost and variable, if the frequency will not be sustained. This confuses people. Just search around all the articles written because of this. His words were carefully chosen, so PS5 doesn't end trivialized as the weaker system, and I understand that. But I prefer a more honest approach. Something like..."we choose to design PS5 for a target price of 399 in mind and great 4k30/60 fps experiences while maintaining the accessibility that PlayStation family has always provided to traditional console gamers and newcomers...", would have been much better digested and understandable.

PS5 is a 9.2TF base system. Whether you want to believe or not, is your choice. But early leaks and on frequency(2ghz) and gpu codenames benchmarks pointed to a 9.2TF system, the same system if given a 2.23ghz clock resulting in 10.2TF. Hell...Digital Foundry talked about this in 3 separate videos.

DonFerrari said:

Seems like you ignored what was asked and answered and just decided to vent.

He is quite clear that there are situations where the GPU would be idle so there is no point in raising frequency, he also point out that the devkit gives feedback on the utilization of GPU/CPU and frame so they can optimize and do the same with less resources (or keep resources and fill with more work).

I did not. That is why he talked about traditionally game engines taking into account gpu race to idle factors, with the ps5 is not the same because the system will trigger a boost for the entire frame (30 or 60), even if the workload doesn't achieve max power. I gave the references. Watch them.

Also, giving feedback is not enough. You need new tools to better handle this different approach. You can't expect from a developer to design XBox Sx and Ps5 the same, if both achieve mas peak power very different. That is why is much important for the PS5 SDK to support new tools, features and apis to better balance the ps5 system. And yet they haven't talked about this. And it will be the secret sauce, if any.

Last edited by alexxonne - on 02 April 2020