VanSiriusGabriel
Member
Yes, I was just elaborating.I understood your post. That's why I said that everybody was too lazy to explain so simply this concept with examples and stuff. I thought I was clearly saying it was a good post but maybe not.
Yes, I was just elaborating.I understood your post. That's why I said that everybody was too lazy to explain so simply this concept with examples and stuff. I thought I was clearly saying it was a good post but maybe not.
Prediction: Sony will release some of their first party games 1+ year from launch.. that's far more likely, and is the actual pattern possibly developing.
I'd love for day one PC releases myself but I don't see Sony doing that. And for all we know once PSNow is more mainstream capable they might stop doing PC releases altogether and promote their streaming service.
You missed this real dev talking about the PS5/XSX and the 1.8tf of difference, didnt you?
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Cerny shouldn't have used the word "boost", it should know some would cling onto that and claim it would behave like traditional boost clocks. He could have called it, say, BUFFALO. "PS5 will BUFFALO at 2.23GHz most of the time, but sometimes it will nimble at some grass where drop down to a minimum of 2.1GHz" or something. Would be amusing at leastIt isn't boosting the way you implied and it doesn't have a traditional base clock either
Sure... only Dynamic Voltage Games are real dev.Real Developer? Have you looked at Breakfall Studios games? Tiny indie games. Doesnt look like they do much pixel pushing period.
Sorry not gonna take that devil's point of view as fact.
When the heavy hitters start putting out games and making comments from the top down I'll be more inclined to listen.
Sure... only Dynamic Voltage Games are real dev.
PS5 listed for PC on Amazon France.
Wow. PlayStation 5 on PC! Way ahead of you Xbox!Amazon France is on fire.
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Stange/bad?
It is what it is.
If you are all the time at that clock it is not boost lol
PS5 GPU normal clock is 2230Mhz which run all the time if not reach the capped power draw.... it downclock depending of the workload/power draw.
Pretty simple.
Then we went with a variable frequency strategy for PlayStation 5 which is to say we
continuously run the GPU and CPU in boost mode.
We supply a generous amount of electrical power and then increase the frequency of GPU and CPU until they reach the capabilities of the system's cooling solution.
Wow. PlayStation 5 on PC! Way ahead of you Xbox!
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You continue not understanding how the tech works even after I explained three times lolWhy does Sony describe it like a boost mode then instead of throttling?
It cant really be base clock if it cant sustain that clock.
If it walks like a duck and talks like a duck - AND if Mark Cerny say its a duck - chances are pretty high that its a duck.
Oh wow! Talk about reaching.That must mean all of these listings weren't PC but rather PS5 games... Sony charging everyone again to play Days Gone, Nathan Drake Collection, GT Sport and others... confirmed? I'd say that's worse than ps5 games getting PC ports.
Shepshal inviting them on Discord like right now
My pro is in afterburner mode. It's louder in the menu than the actual game lol
Real Developer? Have you looked at Breakfall Studios games? Tiny indie games. Doesnt look like they do much pixel pushing period.
Sorry not gonna take that devil's point of view as fact.
When the heavy hitters start putting out games and making comments from the top down I'll be more inclined to listen.
One of the biggest exclusive 3rd-party Xbox developer.Who?
	Why does Sony describe it like a boost mode then instead of throttling?
It cant really be base clock if it cant sustain that clock.
If it walks like a duck and talks like a duck - AND if Mark Cerny say its a duck - chances are pretty high that its a duck.
You continue not understanding how the tech works even after I explained three times lol
Yeap it is boost that downclock the frequencyYou are not really explaining - you are just saying the opposite of what Cerny said and what the majority of the gaming press are writing.
It boost mode - not exactly like the Turbo we see on PC:s with a relatively low base clock and high turbo/boost clock - but boost nonetheless.
There you go. Glad you guys finally agree.not exactly like the Turbo we see on PC:s with a relatively low base clock and high turbo/boost clock
Multiplatform games are notoriously bad at optimization and quality control. You can look at Ubisoft games, EA's multiplatform games and well pretty much every non-japanese third party games and see how they ship with dozens and dozens of bugs. It's not because those devs are somehow less talented than Sony or other third party devs, it's just that they are too busy making games for multiple platforms.Eh... why would that upset you as a consumer that people get to play games on PC?
You can stream it though PSNow though. You'll just get lag on top of the poor frame pacing.Yeah Amazon France has a story doing this stuff because why not, this from 2015 and I still not see bloodborne 5 years later
https://www.xgn.nl/nieuws/bloodborne-pc-release-amazon
I'll just give you an example:If this means the PS4 PRO mode will not get the PS5 enhancements?
Sure... only Dynamic Voltage Games are real dev.
lmao.Shepshal inviting them on Discord like right now
Real Developer? Have you looked at Breakfall Studios games? Tiny indie games. Doesnt look like they do much pixel pushing period.
Sorry not gonna take that devil's point of view as fact.
When the heavy hitters start putting out games and making comments from the top down I'll be more inclined to listen.
	
	
					
				One plan that management has laid out for the next game, a new entry in the Grand Theft Auto series, is to start out with a moderately sized release (which, by Rockstar's standards, would still be a large game) that is then expanded with regular updates over time, which may help mitigate stress and crunch.
Yep. Cerny specifically said 'continuous' boost and DF confirmed devs are running at max clocks.It's all relative. A frequency of 2.23 ghz was considered impossible until Cerny said otherwise. So it is "boosted" in a way, as it is clocked much higher than normal....
But it doesn't mean that it is using the PC traditional "boost mode"
	of course not that's why you compare them in the first place.Okay so again, this is not about MS > PS or PS > MS. At least, not for me.
i'm musician so i use convolution reverb in my DAW, actually i can recreate reverb(not convoluted) from just short delays.Well maybe I don't fully understand it, maybe you don't fully understand full audio simulation (maybe neither of us!).
that's correct but that's how to calculate responces from enviroment(not in general how reverb occurs).Let's go a bit deeper, shall we. So how I understand convolution reverb is that you basically take a (recorded) known impulse response from a room/environment and from that you are able to calculate for any audio source how it would sound if both the source and receiver are in that environment.
of course not like i said before there's no special hw inside xseriesx for this technology except it's proprietary api for ms but that's doesn't stop sony for doing something like this we don't even know capabilities of RT-audio and how it sounds combined with HRTF and locality, ambisonics over hundreds of hq sound sources.However, the impulse response is dependent on the source/receiver position. So in order to truly simulate room acoustics, you would need to compute the impulse reponse for many different source/receiver positions. This is exactly what Project Acoustics does.
So without a prebaked model of the room acoustics, you would need to compute the impulse response for the gamers position and the current sound source positions in real-time! Now I believe the Tempest Engine audio chip is very very powerful but I doubt that it is able to do this. Calculate the convolution reverb for many sounds with a known impulse response? Sure. Compute the impulse response for the current source/receiver positions in real-time? I don't expect that to be possible.
reflections, occlusions, diffusions, absortions of different materials etc.. and other properties of sound movement would simulate similar or better results in combination with RT audio without needing to precompute impulses(this solution is definetly more expenssive) not sure how wave behaviour would be achieved kind a like foveated traversal of audio maybe? i guess both solutions has theyr pros and cons though i think Tempest 3d audio is more flexible because it have such powerfull DSP chip, devs could do much more then xseriesx i guess that's why ms using theyr aproach which isn't bad.Now for me several questions remain standing:
- How does RT audio fit into this? (can it be used to compute an impulse response for a room? How well is raytracing suited for wave behaviour?)
- What is the difference in audio experience when comparing fully simulated room acoustics and room audio based on a single (recorded or computed) impulse response?
- Would it be possible to combine reverb from a single impulse response with raytraced direct or 1st/2nd order reflections to enhance the effect?
but but 5gbps is way slower than 550gbps!!!Sorry to hear you did not like what he is saying. This developer is just expressing his expert opinion about the matter.
Are you a developer?
Here is another interesting post from this real developer.
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Multiplatform games are notoriously bad at optimization and quality control. You can look at Ubisoft games, EA's multiplatform games and well pretty much every non-japanese third party games and see how they ship with dozens and dozens of bugs. It's not because those devs are somehow less talented than Sony or other third party devs, it's just that they are too busy making games for multiple platforms.
*snip*
One has to wonder if the execs who are pushing for more profits will be ok with Sony devs taking 6 years to make Ghost of Tshushima, 5 years to reboot GoW, and 8 years to make Days Gone from scratch.
that's huge for developers, and for us - gamersSorry to hear you do not like what he is saying. This developer is just expressing his expert opinion about the matter.
Are you a developer?
Here is another interesting post from this real developer.
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Do you think NV couldn't get more from the card because the workload is inherently bottlenecked by the 40GB/s-ish memory bandwidth limit of PC motherboard chipsets?
Interesting point, but how random would the access really be - in consoles that can stream in large pre-sorted datasets as rapidly as the PS5/XsX?
What about something like RT audio being done first (1M ray/s) and then the coarse results get fed back in to the fine grain lighting RT so the 1-3 Gray/s are used far more efficiently?
I see you just want to troll. That's okay, in that case I'll leave it at this.These are the facts and any attempt at equivocating what project acoustics is with tempest 3d audio tech is facile.
Can a baked lighting solution be better looking than a real-time RT? I'm thinking RT's advantage is dynamism? Meaning it will allow for more destructible environments because the lightning is not baked?
I had to google stochastic and I still didn't understand. lol. Can you explain to me like I'm 5? Are you referring to DLSS 2.0?
Cerny was quite clear in his deep dive that 100 most played PS4 games are expected to run in 'boost mode' on PS5, with at least resolution and fps enhancements. We still don't know what other features PS5 BC will offer.Well I explained it in a post before. So Sony BC is just backwards compatibility where the PS5 runs the PS4 game, nothing specially enhanced. XSX runs the game and applies auto-HDR where it actually enhances the game visually.
Yeah that's what I call normal BC, since XSX has the same.Cerny was quite clear in his deep dive that 100 most played PS4 games are expected to run in 'boost mode' on PS5, with at least resolution and fps enhancements. We still don't know what other features PS5 BC will offer.
You can stop your FUD and concern trolling right now, those Amazon 'leaks' are fake.im not cheering. this is a funeral lmao. dumbest move sony couldve made imo. but thats a topic for another thread.
Nope, normal BC would be running the game just like it was in the original console.Yeah that's what I call normal BC, since XSX has the same.
If both systems do it like that then that's the new normal...Nope, normal BC would be running the game just like it was in the original console.
Welcome back!
did you read the comments?