Although I don't care to search for it, but that one rumor from early January or February had the SDK with 40CUs clocked @2.1GHz and everyone blew it off because of the high clocks.
Here's my take: Using it for gaming will put it to work. It's not like this is going to be used for opening word docs/regular PC tasks. Therefore it will very likely get hot and if you don't want to risk any throttling....then get the heatsink. Seems like a no-brainer to me.
Same here in the States for my Target order. Getting my DualSense and 3D Pulse headset on Nov. 6. Those both release October 30th.Here in the UK, Amazon UK have notified me that my second DualSense controller and PS5 Media remote will be delivered on 12 November, with my Xbox Series X. The PS5 itself launches a week later. That's just going to be weird!
What I do need to find before 12 November, is a decent HDMI splitter. My LG only has four HDMI ports and they are currently filled by the MacMini (Kodi), Gaming PC over a long-arse HDMI cable, Switch and PS4. I'm thinking the MacMini and Switch can share a HDMI port through a splitter that preferably does not require more power. Does anybody have any suggestions for decent ones in the UK?
@Shortbread I have read a couple serious leaks that some devkits were a bit more powerful (like around 11tf), because those were for PSVR2 dev, I assume they could have used the 40CUs good chips + sample GDDR6 chips (>14gbps) from Samsung for those.
Any news expected this week from the dark depths of the twitter rumour-verse?
If that means PSVR2 needs a Facebook login we truly are in the worst 2020 time lineOculus quest 2 May be INDEED PSVR 2 !
When the Series X was announced as having Dolby Vision, Dolby's press release stated it was "the first" and not only, so perhaps something is in the works, or they hope it is. Licenses cost money, and its console makers' favorite way to shed cost. E.g. you had to buy atmos support at one point, they don't support CD playback, etc.Has there been any new info regarding Dolby vision support?
When the Series X was announced as having Dolby Vision, Dolby's press release stated it was "the first" and not only, so perhaps something is in the works, or they hope it is. Licenses cost money, and its console makers' favorite way to shed cost. E.g. you had to buy atmos support at one point, they don't support CD playback, etc.
$$$$$Sony made a big fuss about supporting DV on their TVs as of 2016, not putting it on their biggest living room entertainment vehicle is puzzling.
I'm pretty sure the PS4 Pro supports Dolby Vision output, and most probably so do the One S and One X.When the Series X was announced as having Dolby Vision, Dolby's press release stated it was "the first" and not only, so perhaps something is in the works, or they hope it is.
It doesn't.I'm pretty sure the PS4 Pro supports Dolby Vision output, and most probably so do the One S and One X.
Yep, although I'm not too fussed about that, because this...Does the SeriesX support Dolby Vision output in videogames?
If so, is there any advantage of using Dolby Vision in real-time rendering? IIRC Dolby Vision is good in pre-encoded video sources because it automatically adjusts the video's encoded brightness into the brightness range of the TV (dynamic metadata I think?), but in a console we're supposed to adjust brightness manually. Besides, I don't know if the consoles can't just support dynamic metadata without paying for the Dolby Vision royalties. Dynamic metadata is an open standard IIRC.
Dolby Vision also supports 12bit color, but I see no reason why either console couldn't simply set the color output to 12bit considering they all support HDMI 2.1, and then let the game engines produce a 12bit picture in the end.
In the end, I always thought of Dolby Vision as a premium encoder for videos, and not particularly useful for real-time rendered videogames.
1S and 1X support DV playback and Atmos is for both. https://www.dolby.com/gaming/I'm pretty sure the PS4 Pro supports Dolby Vision output, and most probably so do the One S and One X.
Does the SeriesX support Dolby Vision output in videogames?
If so, is there any advantage of using Dolby Vision in real-time rendering? IIRC Dolby Vision is good in pre-encoded video sources because it automatically adjusts the video's encoded brightness into the brightness range of the TV (dynamic metadata I think?), but in a console we're supposed to adjust brightness manually. Besides, I don't know if the consoles can't just support dynamic metadata without paying for the Dolby Vision royalties. Dynamic metadata is an open standard IIRC.
Dolby Vision also supports 12bit color, but I see no reason why either console couldn't simply set the color output to 12bit considering they all support HDMI 2.1, and then let the game engines produce a 12bit picture in the end.
In the end, I always thought of Dolby Vision as a premium encoder for videos, and not particularly useful for real-time rendered videogames.
"Various games will be released in the future, and data on the APU's behaviour in each game will be collected," Otori said. "We have a plan to optimise the fan control based on this data."
yea, continues to alter my understanding of their power setup.
"Various games will be released in the future, and data on the APU's behaviour in each game will be collected," Otori said. "We have a plan to optimise the fan control based on this data."
For example, if a game is under heavy load for a long period of time, Sony can increase the fan speed to make sure everything's cool - even at the expense of quietness.
They'll probably add a Jet Engine Firmware update later onyea, continues to alter my understanding of their power setup.
The assumption was that they set the highest possible power at all times and built the cooling around that. So the fan and heatsink should be designed with the maximum power usage and still stay quiet. So in theory in could only get quieter. This is what we all took from Cerny's presentation.
But it would appear that is not fully the case.
But why would you need to monitor that in the wild, across the user base?Perhaps I need to separate game code being the determinant for clock speed, from fans keeping the system cool. But I can only assume that this is a must requirement since all PS5s must run the same code speed, but different environments require different cooling.