Spreewaldgurke
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PlayStation 5 uncovered: the Mark Cerny tech deep dive
On March 18th, Sony finally broke cover with in-depth information on the technical make-up of PlayStation 5. Expanding …

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PS5 uncovered by Digital Foundry.summary ?
"the boost clock system should still see both components running near to or at peak frequency most of the time."Cerny:
"There's enough power that both CPU and GPU can run at their limits of 3.5GHz and 2.23GHz, it isn't the case that the developer has to choose to run one of them slower."
Can we put the 9.2 tf bs to bed now .
"the boost clock system should still see both components running near to or at peak frequency most of the time."
welp.
The engineering behind that segment that I m reading is so interesting .damn"the boost clock system should still see both components running near to or at peak frequency most of the time."
welp.
I'm not saying otherwise. I'm just really annoyed, when anybody who is trying to sell me something is saying things like "most of the time"The engineering behind that segment that I m reading is so interesting .damn
But not both at maximum workload.Cerny:
"There's enough power that both CPU and GPU can run at their limits of 3.5GHz and 2.23GHz, it isn't the case that the developer has to choose to run one of them slower."
Can we put the 9.2 tf bs to bed now .
Games doesn't use max workload... it always have one part waiting the other do it job.But not both at maximum workload.
Too late.Please, do not shit the thread.
Lol did you even read the fucking segment.yes both can run at maximum at the same time. only when one becomes less busy system detects and runs it for that period slower since it is not needed to keep temperature low and system quietBut not both at maximum workload.
Aye, me too.This 3D audio focus is just torture for those of us with unilateral deafness.
A quote from the article:Sim points....
- Variable clock was choose due how difficult was to cool PS4 so that allowed a easy and effective cooling system in PS5.... he says you will be surprised here.
- The clock is not defined by temperature but workload so you won't have unexpected performance drops... the opposite the performance is pretty consistent.
- Inside the APU there is a power control unit.
- All PS5 runs and delivery the same performance.
- The power budget is enough to run both CPU and GPU at max speeds.
- Both CPU and GPU runs most of time near to or at peak frequency.
- He tive an example that dropping the frequency in 10% give a 27% power draw decrease so they only need a few percent drop in frequency to 10% drop I'm power draw.
A lot of crow eating here about the variable clocks.
It's all about Audio, except the PS5 won't play audio CDs and it's not designed for audiophile 5.1 surround setups, just headphones or Stereo TV speakers.summary ?
I don't think you understood what it wrote in that quote.A quote from the article:
"Several developers speaking to Digital Foundry have stated that their current PS5 work sees them throttling back the CPU in order to ensure a sustained 2.23GHz clock on the graphics core. It makes perfect sense as most game engines right now are architected with the low performance Jaguar in mind - even a doubling of throughput (ie 60fps vs 30fps) would hardly tax PS5's Zen 2 cores. However, this doesn't sound like a boost solution, but rather performance profiles similar to what we've seen on Nintendo Switch. "Regarding locked profiles, we support those on our dev kits, it can be helpful not to have variable clocks when optimising. Released PS5 games always get boosted frequencies so that they can take advantage of the additional power," explains Cerny."
throttling back the CPU to ENSURE GPU sustained clock.
I do. Having sustained 2.23 and 3.5 is better than variable. The PS5 will not maintain those clocks, it will have to use smart shift to throttle one of the processorsI don't think you understood what it wrote in that quote.
Basically the CPU is not being used so it keeps in lower frequency.
Yeap I suspected you didn't.I do. Having sustained 2.23 and 3.5 is better than variable. The PS5 will not maintain those clocks, it will have to use smart shift to throttle one of the processors
Lol how the fuck did u get to that conclusion? Its always 10.3 tf .it drops by few percentage when it is not needed by code to keep it cool30fps = 10TF
60fps = 9TF
we need some test to see how much time they stay at their maximum clock with heavy demanding AAA games.Most of the time can mean 99%, but also 60%, or 51%.
Writings on the wall, you just don't want to read it.Yeap I suspected you didn't.
Technical info triumphs over made up narratives![]()
It doesn't have to keep fixed clocks (just like pc) when it's not needed by the game code. Not every scene uses all of the tf . So why not use this in your advatage and get your console running cooler when games doesn't demand it .I do. Having sustained 2.23 and 3.5 is better than variable. The PS5 will not maintain those clocks, it will have to use smart shift to throttle one of the processors
Until we get an official chart or white paper your guessing off of marketing speak like xbox fans in 2013 with esram marketing speak. It is not hard to post charts and white paper on this to back it up not marketing speak and general terms.Lol how the fuck did u get to that conclusion? Its always 10.3 tf .it drops by few percentage when it is not needed by code to keep it cool
Cerny:
"There's enough power that both CPU and GPU can run at their limits of 3.5GHz and 2.23GHz, it isn't the case that the developer has to choose to run one of them slower."
Can we put the 9.2 tf bs to bed now .
CernyUntil we get an official chart or white paper your guessing off of marketing speak like xbox fans in 2013 with esram marketing speak. It is not hard to post charts and white paper on this to back it up not marketing speak and general terms.
He just said the dev kits don't have the variable frequency technique .like if u wanna cherry pick then no point in arguments bronope
"Developers don't need to optimise in any way; if necessary, the frequency will adjust to whatever actions the CPU and GPU are performing,...Right now, it's still difficult to get a grip on boost and the extent to which clocks may vary. "
"Several developers speaking to Digital Foundry have stated that their current PS5 work sees them throttling back the CPU in order to ensure a sustained 2.23GHz clock on the graphics core."