Kinda crazy to be a year in and holding the PS button doesn't take me to a power down/rest mode menu.
That and VRR are all I await.
That and VRR are all I await.
Common PC monitor resolution.No 1440p support is super weird.
Its such a common gaming resolution.
I have a QN90A in my family room but have only just mounted it and not tested it fully yet, but I'm not expecting it to be that amazing. It was more a matter of meeting my size/price requirements more than anything.Yeah I had the Samsung QN90A and traded it for a X95J and I vastly prefer the Sony.
Sure Samsung has more features but their game mode is incredibly gimped. The local dimming is slow when transitioning between light and dark objects, blooming a lot more prevalent, black levels are lifted and look more greyish.
Local dimming works just the same in game mode as it does out of game mode on the Sony.
well it is a big deal, so it's definitely worthy of a blog post. I hope all this extra time means it launches bug-free.Next year according to DF. Also, it's not gonna be slipped into some small patch. It's gonna be an announcement on their blog.
I wonder how many people actually run these 4K home consoles on 1440p PC monitors.No 1440p support is super weird.
Its such a common gaming resolution.
Same for me, and I was in the big m.2 beta.this m2 implementation went pretty painless even from the earliest beta they released, among here. (compared to multiple external drive issues people were having at console launch, or some even still)
i would also try with another drive too. ( i assume its easier said than done)
Of course, when you are a sound designer for a game or movie you don't throw every sound possible at the listener and would want to focus the sound design. But our brain naturally filters sound based on where we are focusing. When you are in a busy environment you tune out most sounds. When you are in a rainstorm you are listening to thousands of raindrops hitting objects, it is not a confusing soundstage. The idea that giving sound designers the option to simulate that effect with hundreds of objects as confusing soundscape is bullshit, you can do it with less but having the option is not a bad thing either. In returnal for example each projectile from a boss can act as a sound object and there can be hundreds in a scene at any given time of course they are culled based on distance and filtered so they don't clash with each other but this is why Sony went with their own solution, giving developers options on how they can approach their sound design. Nobody said Dolby got it wrong, Sony wanted more than Dolby offers, they have excellent in-house audio solutions.By all means point me to all the sound engineers stepping up to say that Dolby absolutely got it wrong and they're incorrect about too many sound sources muddying the soundstage. I'd genuinely like to read their perspectives on it.
Dolby atmos games exist the same way Dolby vision games does. The limitation is not due to windows spacial audio API as Microsoft's own windows Sonic can support up to 128 objects whereas Dolby atmos cap at 32. What developers do with the capability is up to them but the option is there.Dolby Atmos gaming doesn't exist as a thing - this is purely down to the windows APi that drives the only place Dolby is available - Windows and Xbox, having some limits on imposed on it by the Windows Spatial audio API.
Whilst the Audio professor itself maybe be efficient enough to encode HRTF effects to thousands of objects simultaneously, are developers going to want to spend the resources to track the position of thousands of sound objects simultaneously- either in memory or in hunan turn from placement?
In Cerny
Don't all manufacturers do it? For example - HDMI-CEC being called Simplink by LG, Bravia Sync by Sony and Anynet by Samsung?VRR will be rebadged as "Dynamic Game Refresh" or something, so that They can put another badge on their box. They've done that with various other standard TV things and in lieu of anything meaningful they can add to a new Tv, they have to get creative.
I doubt it's heat in my case as I can transfer data to it and it won't crash, it will only happen if:Same for me, and I was in the big m.2 beta.
I still have the same m.2.
I think my external m.2 issue may have to do with heat. The enclosure gets so hot during transfers, and I can barely transfer any games back n forth with no issues. I can play games from it fine, its just a mystery on how to get games on it now.
Just so I'm clear;Of course, when you are a sound designer for a game or movie you don't throw every sound possible at the listener and would want to focus the sound design. But our brain naturally filters sound based on where we are focusing. When you are in a busy environment you tune out most sounds. When you are in a rainstorm you are listening to thousands of raindrops hitting objects, it is not a confusing soundstage. The idea that giving sound designers the option to simulate that effect with hundreds of objects as confusing soundscape is bullshit, you can do it with less but having the option is not a bad thing either. In returnal for example each projectile from a boss can act as a sound object and there can be hundreds in a scene at any given time of course they are culled based on distance and filtered so they don't clash with each other but this is why Sony went with their own solution, giving developers options on how they can approach their sound design. Nobody said Dolby got it wrong, Sony wanted more than Dolby offers, they have excellent in-house audio solutions.
CEC is particularly odd because implementations are often not 100% compatible with each other and I guess that is supposed to be a method of weaseling out. Samsung puts FreeSync on spec lists AFAIK.Don't all manufacturers do it? For example - HDMI-CEC being called Simplink by LG, Bravia Sync by Sony and Anynet by Samsung?
I have my power off on the far left of the bottom media bar that pops up, i suppose it is not perfect but it is "not bad".Kinda crazy to be a year in and holding the PS button doesn't take me to a power down/rest mode menu.
That and VRR are all I await.
Don't some games offer this option/toggle independently? Do you mean there's no system wide setting?Still no way to set game chat audio to come out of my soundbar as opposed to the controller microphone? Guess the 3.5 dongle workaround continues.
Exactly. Some tv's that support VRR have issues or quirks with it.What percentage of people with PS5's have VRR TV's? And what percentage of titles played on PS5 could benefit from VRR?
I'd say it's less than 1% for the first question. Maybe 5% for the second? (Nothing I've played so far)
Looking forward to them adding VRR, but come on, relax!
Yeah 2.1 has been all over the place a bit. Rather see it get all rectified. Main reason I put off buying a tv this year and wait till next years models.Exactly. Some tv's that support VRR have issues or quirks with it.
Just so I'm clear;Just so I'm clear;
You are saying Dolby, one of the leading audio companies in the world, is spreading bullshit.
Is that assertion made on the basis of you being a sound engineer with experience building complex soundscapes (in movies or games) or is it made on the basis that you are a regular forum dweller without the requisite experience to counter what they are saying.
Common PC monitor resolution.
1080p, 4K are common TV resolutions, not 1440p. Sony doesn't sell monitors, that's probably one of the reasons why we will never get it.
I wouldn't wait.
I have my power off on the far left of the bottom media bar that pops up, i suppose it is not perfect but it is "not bad".
And some don't. It was a promised feature on the PS5 ahead of its launch, was directly advertised on it, and a year on is still not there. Stop with this BS.Exactly. Some tv's that support VRR have issues or quirks with it.
This is where I am as well. With my PC games it seems like it would be a huge essential feature as the framerate and tearing are all over the place since settigns are very user driven, but on PS5 I think it would be marginal improvement in my gaming experience.I have a gsync monitor for my PC, and VRR support makes a huge difference. That said, I don't ever see any tearing on any games on my PS5. I haven't noticed any frame pacing issues on PS5 games either.
Are there games that have issues that would definitely benefit from VRR support? Any examples?
I have a gsync monitor for my PC, and VRR support makes a huge difference. That said, I don't ever see any tearing on any games on my PS5. I haven't noticed any frame pacing issues on PS5 games either.
Are there games that have issues that would definitely benefit from VRR support? Any examples?
I actually got 1440p monitor for my PS5 and PC yesterday, I'm really impressed with it. I'm not sure is the downscaling method same for every monitor, but for my MSI G273QF I don't see the difference between native 1440p or 4k downscaled 1440p, both look really crisp and good. If there is a difference, it's very small.Also, most vaguely recent 1440p monitors from the last bunch of years take 4k input over HDMI and scale it down nicely to 1440p anyway.
It's kind of funny that Resetera has both an 11-page outrage thread over an $8 cosmetic in a F2P game and another where people are defending a $3,000+ TV that lacks a great QoL feature lolAnd some don't. It was a promised feature on the PS5 ahead of its launch, was directly advertised on it, and a year on is still not there. Stop with this BS.
Just for future reference, and I appreciate you may not have meant it to come across this way, but your posts absolutely do read like you're saying Dolby is spreading bullshit because you explicitly state the scenario they positioned is bullshit. 🤷‍♂️Just so I'm clear;
I am not saying that Dolby is spreading bullshit or calling out anyone. I am specifically saying your notion that Mark Cerny was wrong is false.
They did not say Mark Cerny was wrong, they gave a handwavy response to Mark Cerny saying their game solution does not offer the capability they wanted for PS5. There is nothing to counter. It is a non-answer response. All Lori Solomon said was Dolby Atmos as a technology can support hundreds of objects which is true. When designing a soundscape you don't just throw hundreds of objects about. That is also true, you have to curate the experience which is what sound designers do. But can the implementation of atmos for games support hundreds of objects? Evidence points to no, based on Microsoft's own spatial audio documentation which is the same sentiment Mark Cerny said in his talk. That is it.
Many 3rd party games have dips. Elden Ring is going to be a huge one that will benefit. Also most games that have 120hz modes rarely maintain that frame rate.
There's no excuse not to have it at this point.
I actually got 1440p monitor for my PS5 and PC yesterday, I'm really impressed with it. I'm not sure is the downscaling method same for every monitor, but for my MSI G273QF I don't see the difference between native 1440p or 4k downscaled 1440p, both look really crisp and good. If there is a difference, it's very small.
That being said, I still want official 1440p support for Ps5. This 4k 1440p downscaling method is limited to 60hz.
Unfortunately it's impossible to properly show the benefits of VRR on a youtube video. But the more a game can't maintain its frame rate, the better VRR is. I brought up Elden Ring specifically because From Soft has a history of being unable to deliver stable frame rates and it will be stutter city without VRR. Beyond that, 120hz games are probably the next to benefit the most. Most 60hz games do relatively well, but even when they dip a couple frames it will cause a stutter. Some are more sensitive to it than others. I am super sensitive if it happens when the camera is moving, otherwise hard to notice them.Are there any comparison videos of 3rd party games running on Series X vs PS5 where there is a clear improvement attributable to VRR on the Xbox? My TV supports VRR, so I obviously want it, but I'm just not convinced that it is going to be a meaningful improvement over the current state.
Take a look at some of the digital foundry videos where they look at games with 120hz modes, you'll see how few of those get to 120fps on a regular basis.Are there any comparison videos of 3rd party games running on Series X vs PS5 where there is a clear improvement attributable to VRR on the Xbox? My TV supports VRR, so I obviously want it, but I'm just not convinced that it is going to be a meaningful improvement over the current state.
Just for future reference, and I appreciate you may not have meant it to come across this way, but your posts absolutely do read like you're saying Dolby is spreading bullshit because you explicitly state the scenario they positioned is bullshit. 🤷‍♂️
Whether it be 2, 32, or 200 objects, you can achieve the same effect but what Mark Cerny specifically was talking about is having the ability to do HRTF for hundreds of sounds like in a rainfall. Providing that capability to developers and he said Atmos does only 32. That same number is what Microsoft says as well so I'm inclined to go with both Mark Cerny and Microsoft regardless of whether or not in theory it can do 1000.When you are in a rainstorm you are listening to thousands of raindrops hitting objects, it is not a confusing soundstage. The idea that giving sound designers the option to simulate that effect with hundreds of objects as confusing soundscape is bullshit.
Dolby references Microsoft's own documentation, with no disclaimer that the documentation is wrong.I too have read the Microsoft Spatial audio developer docs. The problem here is that you're referencing Microsoft docs not Dolby's.
Dolby have been quite clear, Dolby Atmos supports more than 32 sources/objects. There's no reason why a PS5 implementation of Dolby Atmos couldn't support just as many, if not more, than Sony's own solution.
More than likely yea as they would have likely been given advance notice so they started working it on it weeks ago before the public reveal.I wonder if this is to do with the recent PS5 jailbreak tweets that went around, I updated since i have zero interest in jailbreaking my PS5 but I have to assume Sony has to be on top of that asap.
I gave up on it on PS5 and do not expect it to ever work properly on my X90J TV. funny enough I have my XSX connected to the X90J and the PS5 hooked up to the CX…solid logic from meI stopped waiting for VRR on PS5 and accepted playing on it as it is, thankfully I also have a XSX.
I gave up on it on PS5 and do not expect it to ever work properly on my X90J TV. funny enough I have my XSX connected to the X90J and the PS5 hooked up to the CX…solid logic from me
Yes. OS updates do not increase the size of the OS.Almost a gig? Does this overwrite existing OS data so it's not a brand new gig?
I think the conversation has run it's course but for future discussion; implementation is not the same as capability.If you read my statement, this is what I said;
Whether it be 2, 32, or 200 objects, you can achieve the same effect but what Mark Cerny specifically was talking about is having the ability to do HRTF for hundreds of sounds like in a rainfall. Providing that capability to developers and he said Atmos does only 32. That same number is what Microsoft says as well so I'm inclined to go with both Mark Cerny and Microsoft regardless of whether or not in theory it can do 1000.
Dolby references Microsoft's own documentation, with no disclaimer that the documentation is wrong.
We know Dolby atmos supports more as their Cinema implementation documents say up to 118 objects can be used simultaneously. And I bet the technology, in general, can support more but the actual implementation says 32 is the limit for games as stated by Microsoft and Mark Cerny and up to 118 for Cinema as stated in their own documentation. I really don't care one way or another but that is the information available.