Yea that's the nice way of putting it.They'll probably add a Jet Engine Firmware update later on
Or we will slow it down if full speed is not needed...
They are talking about updating the fan control, not the dynamic clock system. Please stop with the unnecessary FUD.Yea that's the nice way of putting it.
I think I see this as
a) start with conservative clocks, make sure nothing happens to PS5.
b) over time, developers request more power from the system. The game is just missing it's mark from holding a locked 30/60, where some strategic use of holding higher clocks will keep it locked for those moments at the cost of fan noise. Give the okay based upon all your fan data if it's doable. It's going to get louder, but you've hit your targets.
c) as the last example provided in that article, if they find that long gaming sessions is causing problems with some users but not all users, then start altering the fan profiles to start cooling aggressively after a certain point to ensure that no users are suffering system issues.
I'm talking about fan control.They are talking about updating the fan control, not the dynamic clock system. Please stop with the unnecessary FUD.
They are talking about updating the fan control, not the dynamic clock system. Please stop with the unnecessary FUD.
yes of course they'll go down to 8TflopsWhat if online managing of the fan doesnt help abit longer in the generation? They will adjust more then fan variables? I think smartshift could help there.
all of which makes no sense because you can't request more power if you have nothing to give, they set a hard limit on how much the APU was allowed, and the rest is smart shift.Actually yeah you are correct. The variable clocks are based on power demands not heat. That being said if Sony is concerned about games in the future generating more heat....then those same games would be demanding more power as well..
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.
That would be how standard fan profiles work.So basically a game can control fan speed based on it's usage profile. Totally separate to clock speed and power usage across the board. So if person A lives in a hotter house than person B their fan can run a little bit faster to make up the difference. Whilst person B get a slightly slower fan speed. Seems like a sensible feature.
Plus games devs will get to use the fan speed to add extra sound effects the games
Plus games devs will get to use the fan speed to add extra sound effects the games
all of which makes no sense because you can't request more power if you have nothing to give, they set a hard limit on how much the APU was allowed, and the rest is smart shift.
that's why I assumed with the new fan profiles, they would actually be increasing that limit, if they wanted to.
as per this quote:
otherwise, optimizing fan noise while keeping everything the same would only serve to slow the fan down, for the most part.
So basically a game can control fan speed based on it's usage profile. Totally separate to clock speed and power usage across the board. So if person A lives in a hotter house than person B their fan can run a little bit faster to make up the difference. Whilst person B get a slightly slower fan speed. Seems like a sensible feature.
Plus games devs will get to use the fan speed to add extra sound effects the games
Yes, as long as activity level keeps increasing the clocks need to keep coming down as a function of the power limit.When I say "demands more power" i mean the clocks will go down to compensate.
I mean that is how this is working correct? It's variable clocks based on demanding a game is?