I was simplifying. There are probably some weight given to each types of instructions obviously.Just raw number of instructions? Given instructions are not all created equal, this sounds like a very weird way to limit power consumption to me.
I was simplifying. There are probably some weight given to each types of instructions obviously.Just raw number of instructions? Given instructions are not all created equal, this sounds like a very weird way to limit power consumption to me.
Just raw number of instructions? Given instructions are not all created equal, this sounds like a very weird way to limit power consumption to me.
Sony interview on Tempest(Japanese)
https://av.watch.impress.co.jp/docs/series/rt/1323407.html
-Tempest is several times more powerful than PS4's..
What do you mean?Isn't that... expensive?
OH! Read that wrongWhat do you mean?
It is x times more powerful than than the audio solution in PS4, not than the whole PS4. Which is not really that hard to achieve. Sound wasn't such a priority with PS4. Xbox one had a dedicated soundchip, bust most of that was to filter out sound from the kinect mic. And the other part is used for 3D audio stuff (dolby etc). But still most stuff was/is done by the CPU as it is much easier for developers to use it there and it is not very expensive for the cpu.
There is no silicon dedicated to any meaningful audio (effects, revert, 3D etc) on PS4. Only to decompress stuff. They are most likely talking about the CPU.What do you mean?
It is x times more powerful than than the audio solution in PS4, not than the whole PS4. Which is not really that hard to achieve. Sound wasn't such a priority with PS4. Xbox one had a dedicated soundchip, bust most of that was to filter out sound from the kinect mic. And the other part is used for 3D audio stuff (dolby etc). But still most stuff was/is done by the CPU as it is much easier for developers to use it there and it is not very expensive for the cpu.
Well the PS4 has at least some dedicated DSPs for audio acceleration. So some things could be made in hardware. But as already stated, most stuff is done with really little cpu afford.There is no silicon dedicated to any meaningful audio (effects, revert, 3D etc) on PS4. Only to decompress stuff. They are most likely talking about the CPU.
Well the PS4 has at least some dedicated DSPs for audio acceleration. So some things could be made in hardware. But as already stated, most stuff is done with really little cpu afford.
I wonder if some devs will manage to hijack this PA5 audio hardware [which Cerny described as CELL SPU-like in their architecture] and use it for general game processing.
Santa Monica devs did just that with God of War 2 on PS2.
don't think so, its powerful audio hardware but not compute beastI wonder if some devs will manage to hijack this PA5 audio hardware [which Cerny described as CELL SPU-like in their architecture] and use it for general game processing.
Santa Monica devs did just that with God of War 2 on PS2.
I like not revealing new IP years in advance. Because when you do, you are then under pressure to keep providing udates and by the time it arrives it feels old. It's feel old because you've been showing it for years and years.According to Hermen Hulst, a Guerrilla cofounder whom Jim Ryan tapped to lead PlayStation Studios in 2019, the group has more than 25 titles in development for the PS5—nearly half of which are entirely new IP.
I like not revealing new IP years in advance. Because when you do, you are then under pressure to keep providing udates and by the time it arrives it feels old. It's feel old because you've been showing it for years and years.