roosnam1980
Gold Member
Article: Modder shrinks PlayStation 5 to a 6-liter case, runs cooler with lower power draw
Article: Modder shrinks PlayStation 5 to a 6-liter case, runs cooler with lower power draw
Forgive me, its been a while since this topic was talked about..Smaller case, lower temperatures, lower power usage and probably more consistent clock speeds.
That is a very cool mod.
Forgive me, its been a while since this topic was talked about..
I dont recall the PS5 clocks being thermal based? Unless i misunderstood.
Forgive me, its been a while since this topic was talked about..
I dont recall the PS5 clocks being thermal based? Unless i misunderstood.
Saving 4l compared to the original giant is impressive, but against the revision it isn't that much anymore. Still nice work.
I'd always prefer a rather a boring box than kinda ugly weird shapes. PS1, 2 and 4, Gamecube, wii and One, Series S and X are good.
No. PS5 CPU/GPU clocks are dependent on CPU / GPU instructions count only.It's RDNA2, so clocks are dependent on a power and temperature budget.
You are using litres for Coke bottles, right? So its not just drugs used in metric system...well sort of not drugs...So 3 big coke bottles for us Americans. Lol
That's still pretty big.
Smaller case, lower temperatures, lower power usage and probably more consistent clock speeds.
That is a very cool mod.
As stupendously cool as this is, I'd rather just use a mini PC.
No. PS5 CPU/GPU clocks are dependent on CPU / GPU instructions count only.
This meanswinjer is correct. Temperature affects voltage which affects power draw which affects achievable frequency.
PS5 has 2 systems of variable frequency.The PS5 uses a variable frequency / fixed power budget model. Sony calls it a "power budget capped, frequency-scaling" approach. It comes from AMD's SmartShift-style management.
The console is given a fixed total power target (somewhere around 200W combined CPU/GPU, though the split varies). The CPU and GPU boost up in frequency as high as they can while staying inside that power budget. If the workload causes power draw to spike (because of heavier instructions), the system reduces frequency to stay within the set power envelope. Temperature indirectly matters because thermals affect how much voltage is needed to sustain a given frequency. More heat means more voltage needed, more voltage means more power, and that triggers frequency reduction.
This meanswinjer is correct. Temperature affects voltage which affects power draw which affects achievable frequency.
The problem is if you're looking at PS5 level GPU performance, then the only APU part that fits the bill is Strix Halo, and that's a damn expensive little box.
It seems to me that AMD are going to keep prices artificially high for some time so as to protect their discrete GPU lines unfortunately.
PS5 has 2 systems of variable frequency.
- The first one is when PS5 is cooled and powered in a normal way and that applies to 99.99% of cases. In those case the clocks varie based on instruction count only.
- The second is a security system that can lower clocks in abnormal cases when temperature reach some critical limit. When temperatures become too high then the system can downclock and even shut down to avoid harming the APU. This is this case the guy encountered but only because his "PS5" was not cooled down enough. This is completely different than the "power budget capped" "Smartshift" system done by Cerny.
Yes, me too. It's the ugliest console I've ever seen. Still haven't gotten used to the look. The fact that it can't even stand OR lie on it's own is the icing on the cake.It looks much better now.
Tbh, I still find it hard to believe that PS5 design is real.
No.That was a naive summary that only confused people. But Cerny detailed his systems (2 systems like I said) in his interview(s) describing a more complex way of doing it. We know this because PS5 power consumption can vary quite a lot depending of games and scenes from 180W to 240W which completely contradicts this naive explanation. It is exactly the way I detailed in my quoted post. The confusion comes from this naive summary and Cerny describing the 2 systems in the same interview confusing a lot of people like you.In normal operation the PlayStation 5 is not "instruction count only." Sony explicitly said the PlayStation 5 runs at essentially constant power and lets frequency vary with workload. The console monitors power draw and adjusts CPU/GPU clocks to keep the APU within its fixed power budget, with SmartShift moving budget between CPU and GPU.
That is the default, everyday behavior, not a rare edge case. Higher silicon temperature raises the voltage required to hold a given frequency, and power scales with voltage and frequency. If heat pushes required voltage up, power rises, and the PlayStation 5 drops frequency to stay inside the power envelope. That's how thermals indirectly affect clocks even when you're nowhere near a shutdown condition.
Yes, there is a separate protection path. If cooling fails or a fault occurs, the system will further downclock or shut down to protect the APU. That safety response is separate from the normal fixed-power, variable-frequency management.
This. If the PS5 is cooled down like intended (liquid cooling OK, fan is working, PS5 is not faulty etc) then the game performance doesn't depend of room temperature (if room temperature stays in human conditions obviously) and clocks only depends of instructions count. Otherwise DF and others outlets would have seen different PS5 performing differently, they tried to find those cases but always found all PS5s performed the same (if they were cooled normally and had the same firmware).Every single PS5 runs games exactly the same, wherever you are in the Sahara or in the nord pole.
No.That was a naive summary that only confused people. But Cerny detailed his systems (2 systems like I said) in his interview(s) describing a more complex way of doing it. We know this because PS5 power consumption can vary quite a lot depending of games and scenes from 180W to 240W which completely contradicts this naive explanation. It is exactly the way I detailed in my quoted post. The confusion comes from this naive summary and Cerny describing the 2 systems in the same interview confusing a lot of people like you.
It's really important to clarify the PlayStation 5's use of variable frequencies. It's called 'boost' but it should not be compared with similarly named technologies found in smartphones, or even PC components like CPUs and GPUs. There, peak performance is tied directly to thermal headroom, so in higher temperature environments, gaming frame-rates can be lower - sometimes a lot lower. This is entirely at odds with expectations from a console, where we expect all machines to deliver the exact same performance. To be abundantly clear from the outset, PlayStation 5 is not boosting clocks in this way. According to Sony, all PS5 consoles process the same workloads with the same performance level in any environment, no matter what the ambient temperature may be.
So how does boost work in this case? Put simply, the PlayStation 5 is given a set power budget tied to the thermal limits of the cooling assembly. "It's a completely different paradigm," says Cerny. "Rather than running at constant frequency and letting the power vary based on the workload, we run at essentially constant power and let the frequency vary based on the workload."
"Developers don't need to optimise in any way; if necessary, the frequency will adjust to whatever actions the CPU and GPU are performing," Mark Cerny counters. "I think you're asking what happens if there is a piece of code intentionally written so that every transistor (or the maximum number of transistors possible) in the CPU and GPU flip on every cycle. That's a pretty abstract question, games aren't anywhere near that amount of power consumption. In fact, if such a piece of code were to run on existing consoles, the power consumption would be well out of the intended operating range and it's even possible that the console would go into thermal shutdown. PS5 would handle such an unrealistic piece of code more gracefully."