geordiemp
Member
That's quite a detailed reply @BadBreathOfTheWild, as a casual observer it's a bit beyond me technically, but much appreciated.
I was just making a joke that power budget is a thing that would always be thought about and accounted for regardless of whether you are doing the old way or the shifting that PS5 is doing. The only thing that consoles try to ignore is thermals, at least as best they can. But Sony, is still doing that with their method, so nothing changes there. We do need a frame limiter on menus and maps, those type of things.
To add to that, you need to think about TIME and how fast clocks could be adjusting. Smart shift is every 2 millisconds, we dont know the reaction time and how long the downclock is in millisconds for Ps5 (yet).
But think about what work is seen over a frame, it is always up and down for both CPU adn GPU, so its logical to optimise on whats happening at any time within a frame.
Too many posters seem to think things stay at 10.23 or 10 TF.1 potential for the whole game lol, when the reality is likely very fast and many times a frame. Below is 1 frame of spiderman activity....so why not chill when there is little to do, and work harder when there is. ?

Last edited: