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Home Gaming

PS5 Variable Frequency is Very Versatile, Tempest Will be a Game Changer – Dev

June 30, 2020
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sinspirit2h ago

@Kumakai

It’s well established here that you don’t understand the technical terms you talk about. Quit lying on here. Just stop.

Frequency cycles? That’s not even a term lol. You just thought the two sound right together because all you do is Ad-Lib technical terms.

“push it hard on occasion to hit 10 TFLOPS without over-extending the pipeline continously”

Nope. Officially the console maintains its 10.28TFlop performance constantly. This was spoken of during the Road To PS5. Variable is to allow excess power and resources to be sent to the GPU from multiple avenues to maintain system stability and lower power usage. Also, to maximize on the fact that CU’s are not fully utilized and fall off quite easily as you go higher.

” If you let off the throttle in your car, your car uses less energy and slows down. The ps5 is no different. This is basic computing and basic physics.”

Again, you know nothing. The PS5 is basically just switching gears to maintain speed but use less gas. The games it plays are the roads it drives on that tell it what MPH/KMH it can go. If a game runs at 60fps with the same fidelity even while the system downclocks by 20%, then what’s the point in running at 100% clock? There is no reason to be 100% clock if the game isn’t demanding enough. The benefit is that these variable designs allows better power delivery to the GPU, the most important factor, which means better stability, less frame-pacing, stuttering, or frame drops.

You don’t even understand what variable means, completely lie about dropping to 8TF of all numbers, and don’t even realize that variable is a common feature for this hardware. The difference is that consoles didn’t need variable in the past, but because AMD PowerShift is now a thing, it benefits APU’s tremendously. It’s not just about being supplied power to get to a TFlop number. It’s also the consistency, flexibility, and efficiency of that power delivery that increases performance.

Sustained clock speed has zero benefit over variable. Once a product is confirmed to sustain a clock, we already know its capability just the same. PS5 is confirmed to sustain both max clocks simultaneously even in demanding titles. Do you even know that, even while running the same clock constantly, that a GPU can perform slower than usual? If all the resources of the GPU are being utilized, the clock speed is just hogging some juice that can go elsewhere. SmartShift + variable means that even brutally demanding titles that use nearly all GPU resources, and could benefit from even a very small clock decrease to increase efficient cycles and push other hardware will be better off than constant clocks that have no flexibility.

Whats your portfolio? What have you worked on? Surely if you know your stuff you’d have no use hiding your success.

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