Can't tell if true
Can't tell if true
That account has been posting a ton of things including warehouse video of PS5 boxes at a Target distribution center.
easy game to complete, it's like a visual novel you just skip everything hahaWhat the fuck is A Summer with the Shiba Inu and why do I want it?
It's 825GB available for the user. 1TB on total storage.
Dynamic WHAT??
What the fuck is A Summer with the Shiba Inu and why do I want it?
Dont be surprised. Give them a year the series S will push the PS5 over the edge.
Why would series S&X have the game size downloads? If the S if only targeting 1080p you would think it could use lower quality assets and 'smart delivery' could ensure it is delivered differently?I don't think the Cold War size is right.
The official account just tweeted out how to pre-load the game on every console and PC and this is the file sizes they listed. They said you can make the overall size smaller by uninstalling different parts of the game.
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What the fuck is A Summer with the Shiba Inu and why do I want it?
no words from them whatsoever, which makes me extra nervous. Crossing my fingers really.Did you not receive an email from them to setup a pickup time on launch day? They did that here in the US, I pick mine up at 6am on the 12th.
Corr. Imagine what it would be like on the PS5 then?
Well, it all depends on the developers, whether they have the mercy to implement such thingWhy would series S&X have the game size downloads? If the S if only targeting 1080p you would think it could use lower quality assets and 'smart delivery' could ensure it is delivered differently?
They're not being tricked, there's nothing nefarious here. It is the standard operating procedure people are used to and unless if they've looked into it, they'd be following the status quo to think that.The fact the people were ever tricked into thinking this is hilarious. People want everything to be perfect for the PS5, even if it makes no sense.
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Call of Duty: Black Ops Cold War File Size Revealed on Console and PC - IGN
Activision has revealed how much storage space is required to play Call of Duty: Black Ops Cold War on PS5, Xbox Series X, PC, and more.www.ign.com
How Big is Black Ops Cold War?
To pre-load Black Ops Cold War, players will need to ensure they have the right amount of available storage to launch the game. Here are the storage space numbers required for each system.
- PS4: 95GB
- PS5: 133GB
- Xbox One: 93GB
- Xbox Series X|S: 136GB
- PC 125GB (Full Game on Ultra Graphics), 82GB (Full Game), 35GB (Multiplayer Only)
What the fuck is A Summer with the Shiba Inu and why do I want it?
Yes, I've checked it again. It's 667GB which can be used. Astro is 11GB btw.This is incorrect. It's 825GB to start.
RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.
Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.
- Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
- Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
- PS5 is capable of the same lower bit operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
- With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage, this happens multiple times within a frame.
- Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
- Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
- There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
- Memory addressing is much faster on the PS5 is much faster compared to the PS4
- The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
- The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
- Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start using it (this includes 3rd party)
- VR and open world games will benefit heavily from the GE as well
- The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is much more tricky to code for than a DX12 Mesh Shader, however this is from the perspective of this developer only
- VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows high levels of accuracy
PS5 won't support 1440p - https://it.ign.com/ps5/175513/news/...console-non-supportera-la-risoluzione-a-1440p
RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.
Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.
- Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
- Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
- PS5 is capable of the same lower bit operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
- With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage, this happens multiple times within a frame.
- Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
- Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
- There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
- Memory addressing is much faster on the PS5 is much faster compared to the PS4
- The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
- The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
- Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start using it (this includes 3rd party)
- VR and open world games will benefit heavily from the GE as well
- The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is much more tricky to code for than a DX12 Mesh Shader, however this is from the perspective of this developer only
- VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows high levels of accuracy
Yeah it sucks for those of us with 1440p monitors... I could play it on the TV but I like having the option.Have talked to a few people here off the record via PMs that not having 1440p sucked and personally I hope we get that patched later.
- Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
- There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
Optimizing what? It is just a resolution slider.It's not that bad, try optimizing harder /s
Dynamic WHAT??
It's hard quoting/writing that stuff because RGT was phrasing it in a weird way but here's the full quote on the CPU/GPU frequencies.The interesting bit is the GPU dropping to 2.1 Ghz when CPU is intense - that is a good thing, GPU helping out the CPU when it needs it for that millisecond. I would of expected it the other way but hey...
Before funsocks gets excited, the GPU is helping the CPU when CPU is busy - the GPU will NOT be busy when the CPU is very busy in fractions of a frame
So this sharing of power will likely not affect shading performance. Just shifting power where its needed from where its not needed during that millisecond.
Rest is as expected, except I would think as Naughty Dog helped on some of these patents, I believe Sony first party will be using GE fully before others.
Wonder why XSX Is 3gb extra? Perhaps slightly better textures for the better resolution?![]()
Call of Duty: Black Ops Cold War File Size Revealed on Console and PC - IGN
Activision has revealed how much storage space is required to play Call of Duty: Black Ops Cold War on PS5, Xbox Series X, PC, and more.www.ign.com
How Big is Black Ops Cold War?
To pre-load Black Ops Cold War, players will need to ensure they have the right amount of available storage to launch the game. Here are the storage space numbers required for each system.
- PS4: 95GB
- PS5: 133GB
- Xbox One: 93GB
- Xbox Series X|S: 136GB
- PC 125GB (Full Game on Ultra Graphics), 82GB (Full Game), 35GB (Multiplayer Only)
Wonder why XSX Is 3gb extra? Perhaps slightly better textures for the better resolution?
It's hard quoting/writing that stuff because RGT was phrasing it in a weird way but here's the full quote on the CPU/GPU frequencies.
"I was told that the GPU hits a clock frequency of maximum 95% of the time with the more demanding sections dropping the frequency to about 2.1 Ghz however this only happens with incredibly intense CPU loads however this happens less than one frame, I was told that multiple times per frame the CPU/GPU can go up and down shifting power".
I bet it's because it uses FULL RDNA2.![]()
Optimizing what? It is just a resolution slider.