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When the PS5/XSX OT tech thread was still around, I saw some there express a hope that SIE would make PS1, 2, 3 games available on PS Now for download to the existing PS5. Unfortunately there are two issues that will prevent this as I see it:
1) At the start of PS4's gen, Masayasu Ito (SVP of hardware engineering/operations) stated: "Realistically, to support backwards compatibility with PS3, the CELL Broadband Engine would have needed to been part of the new console. Currently, it’s not possible to simulate this via software." Perfectly emulating CELL's finicky 3.2 GHz architecture with a Jaguar CPU clocked at 1.6 GHz was always a non-starter. Even with CELL documentation the RPCS3 team used, emulation on robust CPUs clocked much higher than PS5's Zen 2 still have problems. Comments by RPCS3 team members kd-11 and Nekotekina have convinced me that it's going to take more than a 3.5 Ghz Zen 2 or 2.23 GHz Tempest Engine to muscle perfect 1:1 emulation pass the architectural and ISA disparities between Zen 2 and CELL. Nekotekina's characterization of the SPE's MFC in particular kills any notion I had about playing SPU-heavy PS3 games on PS5 locally without any crashes, glitches, weird visual hiccups.
2) SIEA rep. John Koller made it clear that PS Now "is not the answer to the backwards compatibility". So if PS5's Tempest Engine and PS Now aren't the answers, what is?... There stands a good chance that a compatibility adaptor that never released for PS3 may be the answer. The need to be "cost-effective" drove the adaptor's invention, which was the same motivation that drove SIE to be mindful of how much flash memory it included in PS5. This is evidenced in entries from the adaptor's patent application and Cerny's own words:
Though the patent entries point to cost as the primary driver for the adaptor's invention, backwards compatibility usage was a close second. The issue of usage gets at an observation Ryan made some years ago: “When we’ve dabbled with backwards compatibility, I can say it is one of those features that is much requested, but not actually used much,” -- Jim Ryan.
I may be out on a limb here but IMO, difficulties emulating the particulars of CELL's architecture accurately, compounded by SIE's policy of being cost-effective above all else when building consoles, combined with Ryan's view that backwards compatibility is an often requested but seldom used feature, assures that PS5 owners will have to fork over some cash for a compatibility adaptor (or maybe a PS5 with compatibility hardware in-built) in the near future.
Getting back to the patent, it mentions an ASIC onboard the adaptor that does encryption, decryption and networking. Fortunately for SIE, the company wouldn't have to invest in an ASIC since CELL swallows them whole. I'd like to think that savings here would be passed along to purchasers as ASIC workloads like encryption, decryption, network processing, etc. can be accelerated on SPEs. SIE would only need to bump up the PPE/SPE counts on a new CELL variant to ensure that performance doesn't tank when processing those workloads in parallel with running games. The 4 PPE + 32 SPE Quad CELL IBM and Sony had plans for would be a good fit. Other interesting details in the patent also mention using the new-gen console to enhance the visuals of old-gen games, but the details I find most interesting are in the following patent entries:
Notice that the "new-generation game device" reads a legacy disc then sends a signal containing the information to the compatibility adaptor that uses a software-based emulator to demodulate the signal (i.e. extract the information from the signal) in order to emulate the optical disc drive of the "old generation game device". I think this method answers my question as to why SIE gave PS5's optical drive a CLV mode in addition to a CAV mode (as I posted at the link, all PS1 discs and some PS2 discs spin in CLV mode, some PS2 discs spin in CAV mode and PS3 discs switch between CLV and CAV on the fly).
All things considered, it seems to me like SIE will respond to the chorus of calls demanding backwards compatibility on PS5 by offering a PS3 compatibility adaptor. If so, he's sure to trigger the wraith of and give fodder to the usual suspects. But personally, if it means I get to download PS1, 2, 3 games from PS Now, play pre-owned PS1, 2, 3 digital titles after transfer from PS3 to PS5 and play PS1, 2, 3 game discs without a hitch (possibly with visual upgrades), then I'd be more than happy to spend $100 or so for it. What say you?
1) At the start of PS4's gen, Masayasu Ito (SVP of hardware engineering/operations) stated: "Realistically, to support backwards compatibility with PS3, the CELL Broadband Engine would have needed to been part of the new console. Currently, it’s not possible to simulate this via software." Perfectly emulating CELL's finicky 3.2 GHz architecture with a Jaguar CPU clocked at 1.6 GHz was always a non-starter. Even with CELL documentation the RPCS3 team used, emulation on robust CPUs clocked much higher than PS5's Zen 2 still have problems. Comments by RPCS3 team members kd-11 and Nekotekina have convinced me that it's going to take more than a 3.5 Ghz Zen 2 or 2.23 GHz Tempest Engine to muscle perfect 1:1 emulation pass the architectural and ISA disparities between Zen 2 and CELL. Nekotekina's characterization of the SPE's MFC in particular kills any notion I had about playing SPU-heavy PS3 games on PS5 locally without any crashes, glitches, weird visual hiccups.
2) SIEA rep. John Koller made it clear that PS Now "is not the answer to the backwards compatibility". So if PS5's Tempest Engine and PS Now aren't the answers, what is?... There stands a good chance that a compatibility adaptor that never released for PS3 may be the answer. The need to be "cost-effective" drove the adaptor's invention, which was the same motivation that drove SIE to be mindful of how much flash memory it included in PS5. This is evidenced in entries from the adaptor's patent application and Cerny's own words:
[0007]
Many of the users of game devices available on the market with a new-generation graphic processor or multiprocessor expect downward compatibility capable of running game titles for an old model as well as game titles for a new model. New models may be provided with downward compatibility by having at least part of the old-generation processor system installed. This will, however, cause a disadvantage of increasing the product cost. Users who do not use game titles for an old model do not need downward compatibility functions and do not want to be forced to buy expensive products.
[0075]
According to the embodiment, users will enjoy the benefit of cost efficiency because only those users wishing to use a game title for an old model need purchase the compatibility adapter 200 and connect to the new-generation game device 300 via the network.
"The key question for us was is that enough it's tempting to add more but flash certainly doesn't come cheap and we have a responsibility to our gaming audience to be cost effective with regards to what we put in the console." -- Mark Cerny
Though the patent entries point to cost as the primary driver for the adaptor's invention, backwards compatibility usage was a close second. The issue of usage gets at an observation Ryan made some years ago: “When we’ve dabbled with backwards compatibility, I can say it is one of those features that is much requested, but not actually used much,” -- Jim Ryan.
I may be out on a limb here but IMO, difficulties emulating the particulars of CELL's architecture accurately, compounded by SIE's policy of being cost-effective above all else when building consoles, combined with Ryan's view that backwards compatibility is an often requested but seldom used feature, assures that PS5 owners will have to fork over some cash for a compatibility adaptor (or maybe a PS5 with compatibility hardware in-built) in the near future.
Getting back to the patent, it mentions an ASIC onboard the adaptor that does encryption, decryption and networking. Fortunately for SIE, the company wouldn't have to invest in an ASIC since CELL swallows them whole. I'd like to think that savings here would be passed along to purchasers as ASIC workloads like encryption, decryption, network processing, etc. can be accelerated on SPEs. SIE would only need to bump up the PPE/SPE counts on a new CELL variant to ensure that performance doesn't tank when processing those workloads in parallel with running games. The 4 PPE + 32 SPE Quad CELL IBM and Sony had plans for would be a good fit. Other interesting details in the patent also mention using the new-gen console to enhance the visuals of old-gen games, but the details I find most interesting are in the following patent entries:
[0048]
Also built in is a DVD decoder emulator 226, which emulates the DVD decoder 110 of the old-generation game device 100 of FIG. 1 by software.
[0049]
The DVD decoder emulator 226 demodulates the reproduced signal that the new-generation game device 300 reads from the disk 302.
[0051]
Therefore, it is realistic to acquire the reproduced signal that the DVD decoder of the new-generation game device 300 reads from the disk 302 before demodulating the signal and to transmit it to the compatibility adapter 200 via a network. The DVD decoder emulator 226 is built in the compatibility adapter 200 so that the compatibility adapter 200 is configured to demodulate the reproduced signal transmitted from the new-generation game device 300.
Notice that the "new-generation game device" reads a legacy disc then sends a signal containing the information to the compatibility adaptor that uses a software-based emulator to demodulate the signal (i.e. extract the information from the signal) in order to emulate the optical disc drive of the "old generation game device". I think this method answers my question as to why SIE gave PS5's optical drive a CLV mode in addition to a CAV mode (as I posted at the link, all PS1 discs and some PS2 discs spin in CLV mode, some PS2 discs spin in CAV mode and PS3 discs switch between CLV and CAV on the fly).
All things considered, it seems to me like SIE will respond to the chorus of calls demanding backwards compatibility on PS5 by offering a PS3 compatibility adaptor. If so, he's sure to trigger the wraith of and give fodder to the usual suspects. But personally, if it means I get to download PS1, 2, 3 games from PS Now, play pre-owned PS1, 2, 3 digital titles after transfer from PS3 to PS5 and play PS1, 2, 3 game discs without a hitch (possibly with visual upgrades), then I'd be more than happy to spend $100 or so for it. What say you?
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