PlayStation 5 Highlights from a 52-minute presentation

PlayStation 5 Highlights from a 52-minute presentation

Sony held a technical presentation of the PlayStation 5, where everything was dedicated to the stuffing of the console.

Initially, Mark Zerny was preparing this lecture for GDC 2020, so what was told is primarily devoted to game developers and not ordinary players.

PlayStation 5 Highlights from a 52-minute presentation

We have gathered the main thing from the performance of the console architect.

Specifications
Processor – 8-core AMD Zen 2 at 3.5 GHz
Graphics core – 10.28 teraflops based on AMD RDNA 2
RAM – 16 gigabytes of GDDR6 at a speed of 446 gigabytes per second
Memory – 825 gigabytes of NVME SSD at speeds from 5.5 to 9 gigabytes per second
Drive – 4K UHD Blu-Ray.

PlayStation 5 Highlights from a 52-minute presentation

Presentation Details
The developers most requested the switch to SSD.
To expand the memory, any NVMe SSD is suitable, but it is advisable to take verified Sony so that there are no problems with downloading content.
Switching to SSD will reduce the size of the game due to the uselessness of using duplicate files. Installing patches on the PS5 will be instantaneous, as opposed to the long on the PS4. In general, SSDs on the PS5 is 100 times faster than HDDs on the PS4.

PlayStation 5 Highlights from a 52-minute presentation

The PS4 has a large amount of RAM idle because it holds a lot of content that can only be potentially used. The PS5 has such a fast data transfer rate that all 16 gigabytes of RAM will be used for the game.
Simply put, the PS4 holds 30 seconds of the nearest gameplay in the RAM, and the PS5 holds 1 second.
So far, Sony cannot confirm that all PS4 games will be available on the PS5 release, but the first tests are very positive. Problems arise because the new console is too fast, so you need to check each project separately for compatibility.
Unfortunately, nothing was said about compatibility with PS3, PS2, and PS1.

Ray tracing will be used not only for the visual component but also for “three-dimensional sound”. This will be a very important part of the console, for which a separate chip is used – Tempest 3D AudioTech.
Zeni, using the example of Dead Space, said that if then we only roughly understood where the signal source is, then now we would precisely determine where it comes from.

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PlayStation 5 Highlights from a 52-minute presentation
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