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Power consumption =/= frequency. Cerny explained it during the conference, that's why both CPU and GPU can hit both max frequencies at the same time. I don't developers are going to think in terms of "frequency" but how much power does this particular effect cost me.
Just to add a bit to this, Cerny also specifically said that geometry-intensive frames consume relatively low power, so we could assume that games using very dense geometry (like e.g. the Unreal Engine 5 demo) should be the ones pushing closer to the 2.23GHz max GPU clocks.
It's at about ~33m48s in the Road to PS5 presentation.
Mark Cerny said:It's counter-intuitive, but processing dense geometry typically consumes less power than processing simple geometry. Which is, I suspect, why processing Horizon's map screen with its low triangle count makes my PS4 Pro heat up so much.