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alexxonne said:

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.

It will be continuous mode. It isn't 9.2 or 10.28 Tflop or 2Ghz to 2.23Ghz. The frequency will vary continuously as needed for both CPU and GPU. And most time it will be on he maximum, his words, if you don't want to believe in it then there would be no point in he giving any explanation as none would satisfy you.

Price isn't defined so he wouldn't talk about that in anyway.

About the boost, base or leaks, that is just non-sense, this wasn't developed in a week or month to beat Xbox. It is the philosophy they gone with the console for a long time.

I have never seem any GDC talk or any other that gives details on the developing tool. He said on the GDC video that the time for a team that dev for PS4 to get on with PS5 is the shortest ever, like 1 month. He also said that most of the features can be ignored by dev or will be performed invisible to them. And also said that the tool will allow  for optimization with the best way the package can be made to fully utilize the system and dev will be able to continuously monitor it. That seems enough detail to show the devkit was improved to help it, he talks about devs not wanting uncertainty be it from one PS5 to another working differently due to the change of frequency and thermals, so you can rest on it without worrying.

PS4Pro was a lot weaker than X1X and Sony didn't had any need to hide it, PS4 was a lot stronger than X1 and Sony also didn't make much advertising of it, so not sure why you think they are trying to hide the console weakness.

You just want more information than you got and is flustered because they are not giving what you want when you want.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."