Tkumpathenurple
Veteran
Its native BC, not native to PS5.
Native BC implies it' runs on PS5 boost rates. Not that it's leveraging the IPC of RDNA2.
Frankly, I suspect both of these consoles are likely running the slower APIs, so DX11 and GNM+ respectively given the age of the engines in question (I doubt they converted to a low level API). So performance output is dismal compared to say a 3060 or something that eats DX11 titles.
Taken alone, native may imply that BC games run at the PS5's full clockspeed, but there's already evidence that PS5 developers may choose from multiple fixed profiles if they don't wish to deal with the dynamic aspect of Smartshift. I seem to recall someone from Sony confirming the existence of profiles, although they didn't get into specifics (I couldn't find a reference for that one, although I admit I didn't look for long.)
I wouldn't be shocked if there are profiles available for BC games too. It's probably a lot easier to QA test your game across PS4/Pro/5 if the PS5 is locked at, for example, 3.2GHz and 1.8GHz.
Edit: I've found this interview with Cerny.
He confirms profiles on dev kits:
Regarding locked profiles, we support those on our dev kits, it can be helpful not to have variable clocks when optimising.
But goes on to say:
Released PS5 games always get boosted frequencies so that they can take advantage of the additional power.
So I'm sort of at an impasse, purely because a PS4 game running on the PS5 may not qualify as a "released PS5 game." Is there any information confirming the use of full PS5 clockspeeds on BC games?
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