Playstation 5 [PS5] [Release November 12 2020]

Discussion in 'Console Industry' started by BRiT, Mar 17, 2020.

  1. orangpelupa

    orangpelupa Elite Bug Hunter
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    Cerny explains that it was not thermal limited. So the ps5 performance will be the same whether it's in northern hemisphere or in Asia.

    But if a game is too efficient and hammer the cpu and gpu too much, it will draw more power at the same frequency.

    So they throttle it down to keep it in the power budget.

    The power budget also can be moved to cpu or to gpu depending on the game needs. I assume this is similar to Intel's smart power thingy (forgot the name) that allows you to allocate x TDP to give more room for Cpu or gpu. It's available in Intel extreme tuning, free download from Intel downloads center
     
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  2. mpg1

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    I mean Cerney did make the comparison to 48CU's and points about parallelism and whatnot...also that he values higher clocks over compute power...
     
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  3. N00b

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    No. Because RT is mostly bandwidth limited for non-trivial scenes.
    The more deterministic your system is, the easier it is to work around known limitations. The less deterministic is it, the harder.

    Of course when playing a game, your scene changes, so that introduces some non-determinism to begin with. But as a game dev you know what to expect and have some control by tweaking levels, so you end up knowing your worst case. You can use that knowledge to work around (GPU) hardware limitations. But non-determinism introduced by game code (which in term is introduced by player input or network input) is much harder to work with. If the CPU is utilizing the memory just when GPU needs to load data, the GPU (or parts of it) sit idle until that memory data arrives. So it's better to have the GPU have the memory bus to itself.
     
    #583 N00b, Mar 19, 2020
    Last edited: Mar 19, 2020
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  4. manux

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    It's a new wide extension that is not yet widely used in engines that is very power hungry. i.e. todays games just don't use it yet. Tomorrows games might really rely on it. Sonys approach optimizes for both cases within a fixed console power budget.
     
  5. Globalisateur

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    My guess: Cooling on both sides of APU. I don't see another way (without liquid cooling).
     
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  6. mpg1

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    Boost is the wrong word. "Variable" is more accurate. Cerny said it was always in "boost" mode...ie it's always in variable frequency mode.
     
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  7. Rootax

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    He was talking about 256bits instructions. AVX 2 I guess, or even avx 512 in two pass maybe.

    On PC, it's really using a lot of power compared to avx1 for exemple. It's not for nothing than most intel cpu clock down with theses instructions, just to contain the power needed / heat produced. I don't know if avx2 of 512 have some utilitie in games...
     
  8. ToTTenTranz

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    There, done.
     
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  9. almighty15

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    They are constant and unless you have hard evidence to prove Cerny wrong they will be refereed to as constant. Especially as Cerny has even said why you might need to lower to power to begin with.
     
  10. almighty15

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    And Vega 64 vs Vega 56 at the same clocks shows less then 1% performance advantage to Vega 64 despite a 14% advantage in shader counts.

    There's more to it then just throwing a higher numbers of CU's at a problem.
     
  11. AbsoluteBeginner

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    Yea...you wont see that in consoles. R7 and Vega64 are very different GPUs in fact.

    Rest assured 2TF and more BW will come in handy, like it did with Pro v XBX.

    Difference will not be night and day by any means, but same arch, same features and more compute will be felt (as will RT for example.
     
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  12. Tkumpathenurpahl

    Tkumpathenurpahl Oil Monsieur Geezer
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    That got a literal, audible chuckle out of me.
     
  13. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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  14. Karamazov

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  15. almighty15

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    If developers can pull this off with a mechanical HDD that tops out at ~100MB/s what are they gonna do with 8-9GB/s.

    https://i.kinja-img.com/gawker-medi...gressive,q_80,w_800/ucoln8kedwfglsrlxvm5.webm

    PS5's GPU could very well end up with less resources being wasted on drawing stuff outside of the player frustum because there's no need to factor in slow HDD loading leaving more grunt to use on the actual pixels you can see.

    The more I sit and think about what this amount of pure I/O performance can do and change the more excited I get.
     
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  16. London Geezer

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    Hyperbole aside, one of my big big bears the last couple of years has been how low detail PS4 graphics have been. And I keep remembering how Bloodborne absolutely shocked me when it came out years ago, with the amount of small little details present everywhere.
    I don’t know if more recent games have had less details, or I just got used to it, but to think that games will simply look that much more “full” of stuff on screen makes me very excited.
     
    #596 London Geezer, Mar 19, 2020
    Last edited: Mar 19, 2020
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  17. milk

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    Modern games waste very little GPU resources DRAWING stuff outside the view frustum. Modern culling works fine. What we don't have is fast streaming, so things have to be read from disk in advance and waste RAM for just in case. So SSD is a nice cover for less RAM but it does little to cover for less compute.
     
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  18. London Geezer

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    Adjustments.jpg

    Naughty Dog seem to be very happy with it. Can’t wait for their new PS5 game, available in stores in time for the holidays 2026.
     
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  19. PSman1700

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    That text isn't big at all ;) What strikes me the most is that dev didn't know the PS5 SSD spec before march 19th?

    Typo?
     
  20. bgroovy

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    Run it at 80Ghz. Done!

    Good thing the Tempest 3D will work for stereo setups.
     
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