Playstation 5 [PS5] [Release November 12 2020]

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

  1. goonergaz

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    Wow, I'm loving how they've simplified everything - and transferring data whilst still using the PS5? Awesome! It means when you get the PS5, once your account is on the PS5, start the data transfer and then enjoy Astrobot while your games transfer!
     
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  2. iroboto

    iroboto Daft Funk
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    I'm hearing embargos will open in 2 h
     
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  3. I their latest video, RGT spills the beans on a couple of info they got from some of their sources. As usual, they warn to take this with salt.
    They have however been extremely reliable in the recent past, being the ones leaking Infinity Cache, Navi 21's VRAM bandwidth and its clocks.



    - The GPU stays at 2.23GHz around 95% of the time. When it goes down, it's usually towards 2.1GHz.

    - They claim the downclocks happen more often when there are power-consuming loads on the CPU rather than on the GPU, but Smart Shift makes these clock changes very fast, "several times over the course of one frame".

    - The CPU is Zen2 in instruction set and general IPC but has one 8-core CCX with 8MB L3 like Zen3 (edit: like Zen3's APUs are expected to be).

    - There is no LLC / Infinity Cache for the GPU. Effective badwidth is increased by a "cache coherency engine", which seems to me it's what the cache scrubbers are. The claims are that latency had a larger focus than system bandwidth (this reminds me of Nintendo hardware, pre-Switch).

    - The geometry engine is completely custom and was mostly developed internally at Sony. The GPU can use both the custom geometry unit and the compute-based mesh shaders from the RDNA2 ISA. They claim the geometry processor is intrinsically connected to the PS5's variable rate shading system, where the shading (and I guess texture?) LOD is proportional to the geometry LOD. This seems to go hand in hand with some claims Matt Hargett made a while ago about VRS not being very useful if geometry LOD isn't configurable.

    - It seems no games are using the geometry processor yet, but Sony has been trying to push its implementation on the software houses. I'm guessing most 3rd parties will be using mesh shaders as they prefer to have more code parity with the xbox. Unreal Engine 5 might change this though, as it seems to be highly dependent on geometry LOD that should be faster to implement on the custom geometry processor. Sony's recent investment of $200M on Epic might be related to this too.
     
    #6603 Deleted member 13524, Nov 6, 2020
    Last edited by a moderator: Nov 6, 2020
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  4. Insight

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  5. #6605 Deleted member 86764, Nov 6, 2020
    Last edited by a moderator: Nov 6, 2020
  6. Betanumerical

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    Might be a bit hard to confirm some of these, but at least die-shots would confirm the 8-core CCX which would be points towards credibility for RGT.
     
    #6606 Betanumerical, Nov 6, 2020
    Last edited: Nov 6, 2020
  7. London Geezer

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  8. Noice

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    It won't load for me, a TLDR?
     
  9. Xbat

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  10. Insight

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  11. London Geezer

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    Maybe it's blocked outside of the UK? no idea. TLDR it's fast, it's big, it has a great launch lineup. The end.
     
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  12. Globalisateur

    Globalisateur Globby
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  13. Unknown Soldier

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    20 min?
     
  14. BoardBonobo

    BoardBonobo My hat is white(ish)!
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  15. anexanhume

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    edit: Bloodborne needs patch, as expected.
     
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  16. London Geezer

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    You can. I think I remember the original having these cube maps simulating the interiors, and you can kinda see that on those pics, I think?
     
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  17. Unknown Soldier

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    Very nice. From start up to playing in-game 15 sec.
     
  18. Unknown Soldier

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    So DF loves PS5 BC. So much for people saying the PS5 BC would be crap.



    DF Prefers PS5 locked at 1440p and 60fps over XBSX at 4K dropping below 60fps.
     
    #6618 Unknown Soldier, Nov 6, 2020
    Last edited: Nov 6, 2020
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  19. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    Interesting how things were setup from limitations of mid-gen consoles last generation. I think I'd have to agree, that having consistent 60 fps at slightly lower resolution would be better than fluctuating 60-55 fps at higher resolution. That's where VRR (Variable Refresh Rate) is going to be a saving grace.

    Now I only need to spend around $2K for an LG CX OLED. :lol:
     
  20. Unknown Soldier

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    My 2 year old Q60 65" does VRR. ;) You really don't need a LG CX OLED if you going to limit games to 4K 60fps. I got it on a special for around $600 at the time.
     
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