Yes. And this is what confuses me. There are some in this thread who said that it would only be able to stay at 2.23Ghz while at 90% GPU utilization and then at 100% it would be down to 2Ghz or similar.
I just wanted to know what the logic behind that was.
Was it just in theory and not what they...
Can someone explain to me what 100% GPU utilization means?
Does it mean that the GPU is under load 100% of the time? Does it mean 100% of the transistors are flipped?
I would assume the former, no?
So I can't for the life of me understand why the PS5 wouldn't be able to be at full clocks...
Yes, that is right!
So it is true that they can keep max GPU clocks, but not by downclocking CPU. They can keep max GPU freq by either underutilizing the CPU or by profiling their workload and optimizing it to have cheaper (in electrical power terms) GPU usage. ie. for example not having a lot...
I believe Digital Foundry had an interview with Mark Cerny that stated that the devs could cap either GPU or CPU if they wanted to. So in other words, if they want the max frequency 100% of the time for the GPU they could do it by sacrificing CPU frequency. Apparently the power budget is...
Does virtual geometry work in the same way that virtual texturing works? If yes, then I could imagine that SSD I/O throughput will be highly important.
Short answer: 3rd party is still selling games on that platform and they get revenue cut as the platform holder. I assume once sales are low enough, even for the 3rd parties, they will stop manufacturing them.
I feel that it highly depends on the game.
If it is fast-paced/requires a lot of accuracy/reaction-time based, then faster framerate is usually better.
But in other cases, the visual presentation may do more to make the experience positive than the framerate.
I often feel that if the game I play...
I think it is more than a possibility. It would be quite weird for Cerny to inflate the numbers of Kraken decoding by making undisclosed use of Oodle Textures.
I have a very hard time imagining that to be the case.
"[...] We're calling the hardware unit that we build, the Tempest Engine. It's based on AMDs GPU technology. We modified a compute unit in such a way as to make it very close to the SPUs in PlayStation 3. Remember when I said that they were ideal for audio? So, the Tempest Engine has no caches...
To use the exact quote he said that the kraken compression block could accept "over 5GB (likely 5.5GB) per second of compressed raw data" and that would typically equate to 8-9GB/s of output "but the unit itself is capable of outputting as much as 22GB/s if the data compressed particularly...
Well ackshually, if we go by technicality, a game could be using a lot of procedural textures to alleviate I/O bottlenecks, so... I guess that is one case where an SSD could free up some GPU?
But generally I agree lmao.