Useful for following walkthroughs or strategy guides, specially when trying to platinum a game.Browsing the web with a console has any time been a thing?
Do we already know the day one big games ? My memory from the reveal is foggy....
I think Ratchet & Clank: Ripped a Fart is beginning to smell like a 2020 launch but it's not confirmed.
a commercial about PS5 preorder right before the MS stream next thursday.
Soon preorder?
RGT usually makes sure to assert a level of confidence in his sources for each rumor. Many of which he repeatedly says to take with a massive grain of salt, for others he says it's a source that was right about enough things to make him more confident. The writeup above abstracted that perspective for each item, so it's better to watch his video.
Summary stolen from YT comments:
- Github was early silicon testing and not reflective of final PS5 hardware and several features of the GPU were disabled including VRS for this testing
- Github results were very old even at the time of the leak
- PS5 did NOT have RDNA 2 features like Ray-tracing bolted on, this would have been almost impossible from a technical and hardware engineering perspective
- PS5 has custom features which will influence AMD's future Roadmap just as the PS4 did
- PS5 features a highly customised RDNA 2 GPU however has certain features removed because Sony did not find them useful for their console
- The variable frequency approach was not a last minute decision, this is stupid. This feature has a major influence on silicon functionality and system functions.
- PS5 has a more advanced geometry handler than what is featured on RDNA 2 and is found on the PS5 GE block and will be very important for VR as well
- This customisation and revisions Cerny has made to the Geometry Engine will be featured on RDNA 3 and the larger GPU caches that PS5 features will also feature on RDNA 3
- PS5 handles mesh shaders differently to the Series X but is pretty much the same
- PS5's VRS (Variable Rate Shading) capability will benefit heavily from the PS5's Geometry Engine and will work very efficiently together
- Microsoft has done customisations on Series X APU but no where near as extensive as the customisations Sony have made on the PS5 APU
- Both consoles will benefit greatly from the IPC (Instructions Per Clock) gains from RDNA 1 to RDNA 2
- PS5 teardown which highlights the cooling solution will be shown sometime in August (Maybe)
- PS5 ray-tracing is done through the RDNA 2 method however Sony has made customisations which allow the ray-tracing to run at different frequencies (take this with a grain of salt)
- PS5's SSD can be updated through micro code and this will allow higher levels of compression if newer compression algorithms are available
- Tempest Engine will be able to adjust it's power budget to divert power to the CPU/GPU and is able to handle tasks other than audio and does a good job of handling certain CPU/GPU tasks
- PS5 has customisations made on the CPU such as unified CCX clusters which will feature on Zen 3 however the PS5 CPU is still a custom Zen 2, this will allow for lower latency when accessing the caches
- Unreal Engine 5 has tech which has not yet been shown off, Lumen is a software based ray-tracing approach however it can be hardware accelerated with PS5's RT cores and maybe the same for Series X
- PS5 spec bump is not likely and RAM bandwidth is not a big issue because PS5 has a very good data compression system as well as cache access
- More revised dev kits of PS5 will be sent out soon but will feature optimisations and better code, nothing major.
- EDIT: PS5’s APU can shift the power budget in under 2ms which is insane
Besides the RT stuff this seems like the most out there and there is a fair amount of out there ... out there.PS5 has customisations made on the CPU such as unified CCX clusters which will feature on Zen 3 however the PS5 CPU is still a custom Zen 2, this will allow for lower latency when accessing the caches
PS5 has customisations made on the CPU such as unified CCX clusters which will feature on Zen 3
InfiltratorDemo-WindowsNoEditor.pak
No compression : 2,536,094,378
No Oodle Data (Zlib), no Oodle Texture : 1,175,375,893
Yes Oodle Data, no Oodle Texture : 969,205,688
No Oodle Data (Zlib), yes Oodle Texture : 948,127,728
Oodle Data + Oodle Texture lambda=40 : 759,825,164