Baseless Next Generation Rumors with no Technical Merits [post E3 2019, pre GDC 2020] [XBSX, PS5]

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Agreed, Matt the forum mod also seems to disregard this Github data as it does not fully representing what the retail unit would be like but it doesn't stop a truckload of xbox fans clinging onto it like the golden ticket:). The reveal needs to be here like yesterday.
I really couldn't care less about the relative power of 9 vs 12 TFs, as Sony and MS will each approach the power versus price equation based on their respective strategies which likely isn't nearly as reactionary as fanboys believe.

For me it's the 2Ghz speed which deserves lots of questioning. And I haven't heard any explanation that is satisfactory yet.

Edit:

This upcoming generation will likely have me buying both platforms which I did every generation prior to the last.

MS interest me because BC is very compelling to me, lots of stuff I missed out on this generation I can pick up and enjoy early on and I think there's a good chance Xbox will have better streaming cable support next generation.

Sony will continue to have really good variety with first party and I'll likely invest in PSVR finally too. But I do think it might be a good 18 months before first party really starts to consistently drop content.

Nintendo, we have a switch and we'll continue to invest in Nintendo first party.
 
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I really couldn't care less about the relative power of 9 vs 12 TFs, as Sony and MS will each approach the power versus price equation based on their respective strategies which likely isn't nearly as reactionary as fanboys believe.

For me it's the 2Ghz speed which deserves lots of questioning. And I haven't heard any explanation that is satisfactory yet.
I think someone did cover it, perhaps @3dilettante did. Something like 2.0 GHz was a default test clock or something (comparing to previous tests he's seen with the older APUs). But as said earlier, we don't know what they were testing for, so we don't know what it could imply or mean.
 
800 x 1.066 (Xbone catch up clock) = 853
1800 x 1.066 (Oberon strategic up clock) x 1.05 (n7p free perf) = 2000mhz

The power of 2ghz will melt faces.
 
So I've read pretty much entire Github leak top to bottom. This is what we can read from it 100%.

  • Oberon A0 has 3 regression tests which ran from March (pre silicon) to July (post silicon).
    • Native 2.0GHz
      • 2GHz seems to be sckl that can be defined by tester, and does not 100% say it is actually going to be chip clock
      • 144TMUs
      • 64ROPs
      • 18WGPs
      • 16GB of GDDR6 memory
      • 500+GB/s
    • BC1 911MHz
      • 64 ROPs
      • 36CU
      • 217.6GB/s BW
    • BC2 800MHz
      • 32 ROPs
      • 18CU
      • 176GB/s BW
  • Tests were separated into "blocks" and not all blocks have been tested, so we cannot conclude if RT is or isn't there
  • Oberon uses same folder tree as Ariel (which seems to be "master folder"),
  • Native for other products such as MI100 and Renoir seem to match reality, so there is a good chance it does for Oberon as well
  • Native for Arden is relatively basic but does specify RT, VRS and 56CUs
Therefore nothing conclusive, just a big data dump from multiple regression tests done on Oberon. Oberon A0 seems to be actual chip manufactured around May, while Ariel seems to be iGPU spec test sheet, as there is no mention of anything related to post silicon and is used in cofig as "Ariel iGPU spec > Oberon A0 pre vs post silicon".

Nothing we can do but wait now...
 
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My last (I swear) baseless predictions for PS5 retail:

- 52CUs using 7nm EUV clocked between 1.850ghz (12.3tf) and 2ghz (13.3tf).
- Innovative and bold cooling: V shape design, vapor chamber, both sides of APU cooled using patent tech.
 
My last (I swear) baseless predictions for PS5 retail:

- 52CUs using 7nm EUV clocked between 1.850ghz (12.3tf) and 2ghz (13.3tf).
- Innovative and bold cooling: V shape design, vapor chamber, both sides of APU cooled using patent tech.
My question would be, if sony is doing 7nm+, why isn't MS doing it?
I know Ian Cutress is currently writing an article about wafer pricing at TSMC, but 7nm and 7nm+ wafer prices would probably differ, right?
 
Here are mine for PS5:

SoC (N7, later to be implemented as N6):
- 8x Zen2 cores with 8MB L3 @ 3.2GHz
- Total 40 CUs / 160 TMUs / 64 ROPs at 2.15GHz for 11 TFLOPs
- 16GB GDDR6 18Gbps using 256bit for 576GB/s
- Embedded custom RT - not the one used by Microsoft and future Radeon GPUs (which should be the same)

Note: at current 9% defect density in TSMC's N7, yield for 100% functional chips at 320mm^2 will be 76%. For a chip that has had many revisions for yield increase, this number might be significantly larger.



Southbridge + Storage Controller (16FF+):
- Connected to the main SoC through a custom IF or just PCIe 4.0 x24 connection of 48GB/s towards the main SoC.
- 2x ARM Core A55 @ 1.5GHz with dedicated 4GB DDR4 3200MT/s (12.8GB/s) for non-critical O.S. tasks, hybernated apps (netflix, spotify, etc.) and active standby features.
- Cluster of custom RISC processors for storage manangement, with dedicated 2*4GB DDR4 3200MT/s (25.6GB/s) for storage buffer
- PCIe 4.0 x8 NVMe for embedded 512GB - 1TB NAND.
- Slot for a M.2 2280 NVMe x4 for cheap expansion beyond the embedded NAND.

- Dual WiFi controller: one WiFI AX 2.4/5GHz for Internet, one WiFi AD 60GHz capable for untethered PSVR2
- Bluetooth 5.1 with compatibility for standard wireless headphones with AptX Low Latency
- 2x USB-C on the front
- 2x USB-C + HDMI 2.1 + PS camera input + Ethernet + optical on the back.
 
My prediction is 10 TF for PS5 and 12TF for SeriesX, but thats includes Zen 2 flops for marketing purposes. GPU's alone will have slightly less TF.
 
My final PS5 one is well. I'm going with the Oberon leak:

36 CU's @ 2.0 GHz for 9.2 TF
Dedicated RT hardware that is not the same as AMD/MS implementation
8 core Zen2 at 3.2 GHz
16 GB GDDR6 @ 512 GB/sec (16-gbps chips not 18)
1TB SSD 7GB/sec
$399
Preorders open in February after the reveal. The big surprise is that it will release in early/mid October, a month before XSX.
 
Here are mine for PS5:

- Total 40 CUs / 160 TMUs / 64 ROPs at 2.15GHz for 11 TFLOPs
...

Note: at current 9% defect density in TSMC's N7, yield for 100% functional chips at 320mm^2 will be 76%. For a chip that has had many revisions for yield increase, this number might be significantly larger.

Are you going with 40/40 enabled or say 44 with 4 disabled for those figures? 2.15GHz seems awfully optimistic given what I have read here.
 
Most likely Fake, as most posts....
But this one was in Neogaf, hidden as spoiler, and the ammount of detail in it is just crazy!

'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)
ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)


MEMORY SYSTEM
HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
Storage: Replaceable M.2 NVMe SSD | 1TB Default
HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
Wireless: Bluetooth + Wi-Fi 6

MEDIA
DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
Background video recording with higher bitrate options and up to 4k/60.
Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
1080p Output Render Minimum: 1080P Native
1440p Output Render Minimum: 1440P Native
2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
4320p Output Render Minimums: Same as 2160p
Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
Forced 16x Anisotropic Filtering
Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
Colour Space: BT.2020
When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
System-Wide HDR Calibration

BC/NATIVE MODES
PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
Customise Control Mapping
Customise Accessibility Options
Enable / Disable + Tweak HDR
Enable / Disable + Tweak VRR
Enable / Disable Super-Sampling (1080/1440p Displays Only)
Audio Output: Bitstream, PCM etc.
Enable / Disable Boost-Mode (PS4 BC Titles Only)
Etc..

STANDARD CONTROLLER
Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
Two Upgraded Speakers + Mic
Refined Touchpad Retained for Full BC.
High-Capacity Battery, USB 3 Type-C + Fast-Charging
Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
Release: Sept/Oct 2022.
Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls
 
I think it will be:

- 8 core Zen @ 3.2Ghz
- 48 CUs @ 1.7 GHz for 10.44 TF or 44CU @ 1.8 GHz for 10.1 TF with AMD 64 32GB HBCC SSG and custom RT
- 512 GB nvme SSD + M2 128GB SSD for OS
- 16 GB GDDR6 + 4GB DDR4 for OS
 
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Most likely Fake, as most posts....
But this one was in Neogaf, hidden as spoiler, and the ammount of detail in it is just crazy!

'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)
ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)


MEMORY SYSTEM
HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
Storage: Replaceable M.2 NVMe SSD | 1TB Default
HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
Wireless: Bluetooth + Wi-Fi 6

MEDIA
DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
Background video recording with higher bitrate options and up to 4k/60.
Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
1080p Output Render Minimum: 1080P Native
1440p Output Render Minimum: 1440P Native
2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
4320p Output Render Minimums: Same as 2160p
Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
Forced 16x Anisotropic Filtering
Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
Colour Space: BT.2020
When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
System-Wide HDR Calibration

BC/NATIVE MODES
PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
Customise Control Mapping
Customise Accessibility Options
Enable / Disable + Tweak HDR
Enable / Disable + Tweak VRR
Enable / Disable Super-Sampling (1080/1440p Displays Only)
Audio Output: Bitstream, PCM etc.
Enable / Disable Boost-Mode (PS4 BC Titles Only)
Etc..

STANDARD CONTROLLER
Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
Two Upgraded Speakers + Mic
Refined Touchpad Retained for Full BC.
High-Capacity Battery, USB 3 Type-C + Fast-Charging
Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
Release: Sept/Oct 2022.
Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls

They were just my crazy-arse dream specs. Not based on any facts! =P
 
Most likely Fake, as most posts....
But this one was in Neogaf, hidden as spoiler, and the ammount of detail in it is just crazy!

'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)
ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)


MEMORY SYSTEM
HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
Storage: Replaceable M.2 NVMe SSD | 1TB Default
HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
Wireless: Bluetooth + Wi-Fi 6

MEDIA
DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
Background video recording with higher bitrate options and up to 4k/60.
Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
1080p Output Render Minimum: 1080P Native
1440p Output Render Minimum: 1440P Native
2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
4320p Output Render Minimums: Same as 2160p
Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
Forced 16x Anisotropic Filtering
Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
Colour Space: BT.2020
When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
System-Wide HDR Calibration

BC/NATIVE MODES
PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
Customise Control Mapping
Customise Accessibility Options
Enable / Disable + Tweak HDR
Enable / Disable + Tweak VRR
Enable / Disable Super-Sampling (1080/1440p Displays Only)
Audio Output: Bitstream, PCM etc.
Enable / Disable Boost-Mode (PS4 BC Titles Only)
Etc..

STANDARD CONTROLLER
Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
Two Upgraded Speakers + Mic
Refined Touchpad Retained for Full BC.
High-Capacity Battery, USB 3 Type-C + Fast-Charging
Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
Release: Sept/Oct 2022.
Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls

The fact that they included PSVR2 with a release date more than 2 years from now makes me put this in the garbage bin. Not only is odd for a product that would be in development for more two years to have such an exact launch window, but I don't believe it will take them more 2 years to launch PSVR2. If PSVR2 comes it should be no later than fall 2021, otherwise they make PSVR irrelevant.
 
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