Like many people who believed in leaks (I won't get caught anymore), I was very disappointed with the 36CUS of the PS5. But since I know that crazy Mark Cerny is not stupid, I wanted to understand why he wanted to put much more into the SSD and not into what is the most important thing for a PC gamer (of which I am a part), the GPU.
Through the videos, articles and reactions of some devs, this is what I understood. Please tell me if I'm wrong.
First of all, it's not because it has less CUS than Serie X that it will do less photorealistic graphics (which is what I expect with the next gen). Better, in big open world, the SSD will make the world much more detailed, thanks to his crazy data rates.
As the PC doesn't have all this hardware that helps PS5 (the 6 instruction channels that the future ssd pcie 4 will not have, etc...), this will make it very difficult to port PS5 games to it. Because Sony's future graphics engine will be built (updated) around the SSD. So, giving one of their best games, which is not historically attached to the PS brand, to a PC audiance is quite clever. As the hardwares are different, you have to buy a PS5 to play the next gen sequel.
The Ray Tracing. We can see with the Nvidia RTX that it takes a lot of GPU resources even if there are RT cores. Mark Cerny said that he saw a PS5 title "that's successfully used Ray Tracing based reflections in complex animated scenes with only modest cost".
Would it be possible for Ps5 to use an algorithm like ADSHIR's LocalRay for the heaviest Ray Tracing and leave the AMD solution for the audio Ray Tracing, which has to be lighter than global illumination, reflections, shadows ?
Anyway, thanks to Mr. Mark Cerny who made me understand that it's not only Tflops that allow you to make beautiful graphics.
Through the videos, articles and reactions of some devs, this is what I understood. Please tell me if I'm wrong.
First of all, it's not because it has less CUS than Serie X that it will do less photorealistic graphics (which is what I expect with the next gen). Better, in big open world, the SSD will make the world much more detailed, thanks to his crazy data rates.
As the PC doesn't have all this hardware that helps PS5 (the 6 instruction channels that the future ssd pcie 4 will not have, etc...), this will make it very difficult to port PS5 games to it. Because Sony's future graphics engine will be built (updated) around the SSD. So, giving one of their best games, which is not historically attached to the PS brand, to a PC audiance is quite clever. As the hardwares are different, you have to buy a PS5 to play the next gen sequel.
The Ray Tracing. We can see with the Nvidia RTX that it takes a lot of GPU resources even if there are RT cores. Mark Cerny said that he saw a PS5 title "that's successfully used Ray Tracing based reflections in complex animated scenes with only modest cost".
Would it be possible for Ps5 to use an algorithm like ADSHIR's LocalRay for the heaviest Ray Tracing and leave the AMD solution for the audio Ray Tracing, which has to be lighter than global illumination, reflections, shadows ?
Anyway, thanks to Mr. Mark Cerny who made me understand that it's not only Tflops that allow you to make beautiful graphics.
Last edited: