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Old 07-08-2020, 03:48 PM   #1
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Article by Richard Leadbetter, Technology Editor, Digital Foundry



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There was one key takeaway from the recent PlayStation 5 games reveal, beyond how good the key titles looked - and that's the fact that the 30fps console video game is clearly not a thing of the past. In actual fact, the evidence suggests that the 30fps performance target underpins the majority of Sony's impressive first-party offerings including Horizon Forbidden West, Ratchet and Clank: Rift Apart and Marvel's Spider-Man: Miles Morales. It's seemingly a key point of difference between PlayStation 5 and Xbox Series X - while stressing that developers can use the console's power as they wish, Microsoft has often talked about 60fps as a design target for next-gen, even mooting the idea of 120fps gaming in some scenarios for the new wave of HDMI 2.1 displays.

The arrival of a new console generation always brings with it expectations of 60fps gaming but it's my contention that any move away from the console standard 30 frames per second has to come from the developer, because while the next-gen consoles from both Sony and Microsoft are highly powerful - the extra horsepower can only go so far. In creating Xbox Series X, the Microsoft hardware team aimed for a minimum of 2x the compute power of Xbox One X. They got that (and more) but the basic maths is pretty straightforward - if you deliver twice the power of existing console hardware, doubling frame-rate effectively sucks up most of that extra throughput, meaning that there's little left over to push graphical fidelity in other areas.

Sony kicked off its PS5 reveal with a short teaser for Marvel's Spider-Man: Miles Morales - and the evidence suggests that developer Insomniac is sticking with the 30fps performance of the original game, even though the horsepower exists to double frame-rate to 60fps. Ever since the reveal, I've been thinking a lot about what one of my favourite games of this console generation would look like running at 60fps, so when my PC was otherwise idle, I set it up to process two hours of Spider-Man PS4 Pro 4K capture, using pixel-motion analysis to deliver a frame-rate upscale from 30fps to 60fps. The results of my efforts can be seen below, but suffice to say, the cumulative 48 hours of render time probably won't be doing my electricity bill any favours - and my power supply swiftly started to give up the ghost afterwards.
We dedicated an insane amount of CPU and GPU cycles to show what Marvel's Spider-Man would look like running at 60fps. Bonus Killzone Shadow Fall 60fps action too!

Quote:
Seeing the game play out at 60fps is an absolute treat, and perhaps gives us some idea of the path not taken by the developer. After replaying the game and revisiting the Miles Morales PS5 trailer, it's pretty clear that Insomniac decided to take its Spider-Man engine in a very different direction as opposed to simply doubling up on frame-rate. It's difficult to draw too many conclusions from what is a very short snippet of action but over and above the effects work on display - the likes of which you don't see in Spider-Man PS4 - there is the sense that the studio is taking existing technologies and amping them up, while at the same time adding new features. It's an approach that likely wouldn't be possible if the studio were looking to double frame-rate at the same time - certainly not without a ground-up revamp of the technology.

The small snippet we get of ground-level web-swinging does suggest that New York City is a significantly denser place to be than it was on PlayStation 4. Vehicle count looks higher while the amount of NPCs frequenting the streets also looks more robust than the existing game - and in both cases, the draw distance looks a lot, lot better than anything we've seen in the existing Spider-Man PS4 game. The trailer also shows that we're in the depths of winter, with snow and ice a key component of the visual make-up. It's transformative compared to the New York we saw in the first game where the closest we got to adverse weather was a pretty basic rain effect.

Insomniac has also stated in a tweet that ray tracing features found in PlayStation 5 may be used in Marvel's Spider-Man: Miles Morales, specifying that puddles will have RT reflections. The firm has certainly shown a lot of interest in the technology based on what we saw in the trailer and gameplay footage for Ratchet and Clank: Rift Apart. With that said, so little has been shown of the new game and while puddles do feature fleetingly in the teaser, they don't seem to look ray traced. Regardless, deploying RT would fit in with a strategy of using next-gen GPU power to increase fidelity as opposed to increasing frame-rate - exactly what we're seeing from Horizon Forbidden West and Ratchet and Clank.
Hardware accelerated ray tracing is a game-changer - but does consume a lot of GPU power. Here's how that's shaking out on PS5 based on what we've seen so far.

Quote:
Of course, this may not be the complete story: Bluepoint's Demon's Souls Remake follows in the footsteps of Shadow of the Colossus by offering both fidelity and performance modes. Based on our previous look at available press assets, Bluepoint may well be targeting native 4K for its 30fps mode, with 1440p resolution resolved in performance mode. Codemasters has also suggested that we may see something similar with Dirt 5 - the aim being for its performance mode to hit a staggering 120 frames per second. I'd expect to see quality/high frame-rate modes to be quite prevalent in the upcoming cross-gen transition period. While game engines still need to support the low-power AMD Jaguar CPU architecture on current-gen machines, doubling frame-rate on PS5 and Series X is an easy win. Will we see those modes on Miles Morales? I'd like to hope so but I suspect that if this was the case, Sony would have communicated it already - just as it did with Demon's Souls.

While the PS5 reveal may have dashed the hopes of gamers looking for an across-the-board 60fps mandate, I don't feel that this is the end of the story, and forcing studios to adopt 60fps for all projects would be a fundamentally bad idea. The fact we're seeing 30fps titles doesn't negate the fact that the Zen 2 architecture is a game-changer and if a developer wants to target 60fps for their projects, it's hard to believe that the CPU will be a limiting factor in the way it is on current-gen systems.

Secondly, even with the inherent CPU bottlenecks we saw on current-gen hardware, the fact is that we did see generally superior performance across the board compared to the PS3/Xbox 360 era. Not only that, but key game franchises like Battlefield and Halo transitioned from 30fps to 60fps while the arrival of engines like id Tech 6/7 and Capcom's RE engine were specifically built with 60fps in mind. Codemasters transitioned across to 60fps and The Coalition even managed to deliver Gears 5 at full frame-rate on Xbox One X. Established 60fps franchises like Gran Turismo delivered a generational leap in fidelity while improving performance over last-gen counterparts, while the debut of the IW8 engine powering Call of Duty Modern Warfare 2019 delivers another technological showpiece.

It may take time for developers to find their feet with the new systems - and there may be some disappointments along the way - but the fact is that both Xbox Series X and PlayStation 5 are more finely balanced between CPU and GPU than their predecessors, while developers have more options and fewer constraints from a hardware perspective. PC will likely remain the format of choice for high frame-rate gaming, but what Sony's PS5 showcase strongly suggests is that 30fps remains an enabler for some tremendous visual experiences - and we can't wait to see more.
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Old 07-08-2020, 04:59 PM   #2
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I think Horizon Zero Dawn on PC proved the point regarding framerates. They're limiting themselves based on tech specs, not necessarily artistic direction.

Personally i want them to put in a performance mode with up to 120fps possible as a toggle to lock it to and let future hardware handle the grunt of making that happen. Also, it's funny that DF claim that if you double the power of a console, that increasing the FPS takes ALL that power up. That's an asinine viewpoint and easily disproved using a PC. You could take for example a game on PC with settings at 30fps and then crank it up to 60fps and it doesn't just double to performance needed from the GPUs. Inversely we know RTRT tanks FPS depending on how it's implemented which is why it seems Polyphony is using a checkerboard rendered version of RTRT from a 1080p source.
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Old 07-08-2020, 07:56 PM   #3
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Quote:
Originally Posted by NARMAK View Post
I think Horizon Zero Dawn on PC proved the point regarding framerates. They're limiting themselves based on tech specs, not necessarily artistic direction.

Personally i want them to put in a performance mode with up to 120fps possible as a toggle to lock it to and let future hardware handle the grunt of making that happen. Also, it's funny that DF claim that if you double the power of a console, that increasing the FPS takes ALL that power up. That's an asinine viewpoint and easily disproved using a PC. You could take for example a game on PC with settings at 30fps and then crank it up to 60fps and it doesn't just double to performance needed from the GPUs. Inversely we know RTRT tanks FPS depending on how it's implemented which is why it seems Polyphony is using a checkerboard rendered version of RTRT from a 1080p source.
I don't know if these demands scale linearly, but doubling the framerate would double the requirement on the CPU (requesting twice as many frames) plus the GPU (rendering twice as many frames); this is similar to the way 2160p is four times the size 1080p, but doesn't necessarily quadruple the system requirements and is also easily proved by your PC demonstration.

Even if doubling the framerate doesn't linearly double the processing requirements, that synergy and increased demand probably increases the thermal requirements and that is another (literal power) limit that has to be considered. Since PS5 runs at constant power and reduces the frequency to prevent exceeding the capability of the (yet to be revealed) cooling solution, maybe it is a challenge (or unreliable) to put the extra demand on the CPU+GPU since it will be dialed back by whatever measurable limit Sony defined.
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Old 07-09-2020, 02:46 PM   #4
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Quote:
Originally Posted by NARMAK View Post
I think Horizon Zero Dawn on PC proved the point regarding framerates. They're limiting themselves based on tech specs, not necessarily artistic direction.
Sony embarrassed their upcoming system with that Horizon trailer

not sure what were they thinking
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Old 07-10-2020, 12:59 PM   #5
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Really sad that after all that talk about increased power, all that talk about not just more teraflops, but the teraflops being used by a new upgraded architecture that uses teraflops even more efficiently than the previous generation, after all that talk about how manufacturers will be able to make games run more efficiently with lightning-fast loading times, it all still boils down to: 30 fps.
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Old 07-10-2020, 01:18 PM   #6
NARMAK NARMAK is offline
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Originally Posted by Zivouhr View Post
Witcher 3 on the PS4 at times, slows down to probably 10 frames per second in the heavy woods (I think near the witches' cabin at times). The slow down affected my controller inputs and gameplay. I hope they can update that game to 60 fps.
I think the PS5 could potentially solve a LOT of the issues Witcher 3 had just by sheer horsepower and proper NVMe usage for loading. It will make me want fo replay that game finally for the DLC.

Quote:
Originally Posted by Talal86 View Post
Sony embarrassed their upcoming system with that Horizon trailer

not sure what were they thinking
I'm not going to throw any particular devs under the bus at this stage, because whilst i am very disappointed it seems we are getting a 30fps game. There's a possibility they may have options for increased performance in anticipation of any future Pro or PS6 playing the game. Killzone Shadowfall actually shipped with an unlocked framerate and maybe here we'll see them open things up too.

I think 60fps does really make a game feel smooth and responsive. Especially 3rd person action types like Horizon and Spider-Man as well as God of War, so its disappointing so far 2 of the 3 have sequels/expansions that continue 30fps as the primary goal. To me, that says it all when you really put into perspective next gen. For all the amount of "This is so much more powerful and a leap than ANY gen we've had prior" marketing BS, the truth is they used to more actively chase 60fps yet now we're square into a glut of 30fps reveals.

What's funny to me though is, and mark my words this is going to happen. When they get an opportunity, they're going to tout 8K as the "NEW BIG THING(!)" for marketing perhaps a Pro model and so on. They wouldn't bother touting "Hey, it does 4K/60fps now for Spider-Man and Horizon II(!)

I'm hoping though that a PS5 Pro model does come. I genuinely plan to upgrade to it and increase my storage space. If only to bloody well game in 4K/60fps for PS5 games.
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Old 07-10-2020, 01:24 PM   #7
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Quote:
Originally Posted by Talal86 View Post
Sony embarrassed their upcoming system with that Horizon trailer

not sure what were they thinking
WTF are you talking about? That trailer looked amazing and judging by the amount of views it has gotten, I really don't think the vast majority of gamers share your opinion.
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Old 07-10-2020, 02:54 PM   #8
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WTF are you talking about? That trailer looked amazing and judging by the amount of views it has gotten, I really don't think the vast majority of gamers share your opinion.
I meant the HZD pc trailer, it’s a video form of what a pc person would list to entice people to skip the ps5 and build a pc

they list a bunch of things that the ps5 can’t apparently do. weird timing imo
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Old 07-10-2020, 03:29 PM   #9
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Originally Posted by Talal86 View Post
I meant the HZD pc trailer, it’s a video form of what a pc person would list to entice people to skip the ps5 and build a pc

they list a bunch of things that the ps5 can’t apparently do. weird timing imo
Okay, thanks for the clarification! Though I'm still not sure what you mean. I saw the PC/PS4 Pro video comparison and honestly I didn't think they looked all that different from one another. What did you mean by they embarrassed themselves? Was it BECAUSE they looked so similar?

Last edited by Steelmaker; 07-10-2020 at 03:34 PM.
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Old 07-08-2020, 05:28 PM   #10
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For this console generation a game NEEDS to have a 60fps mode. Not in 4k, then fine. 1440p HDR 60fps is still going to look great. Just give players the option.
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Old 07-09-2020, 02:04 AM   #11
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Quote:
Originally Posted by tcripe View Post
For this console generation a game NEEDS to have a 60fps mode. Not in 4k, then fine. 1440p HDR 60fps is still going to look great. Just give players the option.
Indeed

Why even mention 120fps in your marketing if you can’t deliver 60fps.

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Old 07-09-2020, 03:20 AM   #12
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I would also like the option to be able to choose between more detailed graphics versus faster frame rates, especially for driving games. The difference between TDU2 on PS3 with 30 or less frames per second versus Driver SF on PS3 at 60 fps was all in the response timing, with much faster response in Driver SF (which had weaker graphics to compensate) compared to the lag and delayed input of Test Drive Unlimited 2. I like both games even so.
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Old 07-09-2020, 07:20 AM   #13
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Indeed

Why even mention 120fps in your marketing if you can’t deliver 60fps.

I've kinda mentioned this before, but as pretty as a visual as we're starting to get and "diminishing returns" in that area, the graphics aren't at pure photorealistic levels yet and especially in motion for gaming in real time. We're probably a decade and a half away in the PC space at the top end at native 4K, RTRT and whatnot even perhaps at 60fps. That's why i've been nailed to native 4K, 120fps and letting devs super sample down images from the console if they're so intent on making 8K gaming a thing in the future. A 4K nailed on native image running all the bells and whistles imo will be far more impressive at a higher FPS to me all the way up to 120fps.

I recently played Borderlands 2 on the Handsome Collection and that's 60fps but i played it on my brothers LED LCD which is supposed to be 4K/60fps and the game didn't admittedly have the UHD texture pack installed, but it barely looked better on his 4K and in motion, the TV probably due to being LCD was horrible. So to anybody out there gaming, i would say the display will make a MASSIVE difference to your gaming experiences too.

I've been fortunate with having a plasma TV from a very solid generation that reviewed highly across the board and for 4K i'm making sure i also do the same because it makes a big difference imo. That's before you even get into any higher FPS gaming i guess.
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Old 07-09-2020, 09:11 AM   #14
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Originally Posted by NARMAK View Post
I've kinda mentioned this before, but as pretty as a visual as we're starting to get and "diminishing returns" in that area, the graphics aren't at pure photorealistic levels yet and especially in motion for gaming in real time. We're probably a decade and a half away in the PC space at the top end at native 4K, RTRT and whatnot even perhaps at 60fps. That's why i've been nailed to native 4K, 120fps and letting devs super sample down images from the console if they're so intent on making 8K gaming a thing in the future. A 4K nailed on native image running all the bells and whistles imo will be far more impressive at a higher FPS to me all the way up to 120fps.

I recently played Borderlands 2 on the Handsome Collection and that's 60fps but i played it on my brothers LED LCD which is supposed to be 4K/60fps and the game didn't admittedly have the UHD texture pack installed, but it barely looked better on his 4K and in motion, the TV probably due to being LCD was horrible. So to anybody out there gaming, i would say the display will make a MASSIVE difference to your gaming experiences too.

I've been fortunate with having a plasma TV from a very solid generation that reviewed highly across the board and for 4K i'm making sure i also do the same because it makes a big difference imo. That's before you even get into any higher FPS gaming i guess.
Plasma

Brave sole. I can see why OLED doesn’t concern you.
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Old 07-09-2020, 02:34 PM   #15
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Witcher 3 on the PS4 at times, slows down to probably 10 frames per second in the heavy woods (I think near the witches' cabin at times). The slow down affected my controller inputs and gameplay. I hope they can update that game to 60 fps.
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Old 07-11-2020, 12:35 PM   #16
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Originally Posted by tcripe View Post
For this console generation a game NEEDS to have a 60fps mode. Not in 4k, then fine. 1440p HDR 60fps is still going to look great. Just give players the option.
If you want options game on PC. Consoles were never designed with that in mind. It was supposed to be a closed system with locked graphics and framerates to make it easier for developers to create a designed experience for the users. Every user on every console has the same experience. It is not that way on PC due to the variety of hardware that can be installed in each device.
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Old 07-11-2020, 01:24 PM   #17
NARMAK NARMAK is offline
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If you want options game on PC. Consoles were never designed with that in mind. It was supposed to be a closed system with locked graphics and framerates to make it easier for developers to create a designed experience for the users. Every user on every console has the same experience. It is not that way on PC due to the variety of hardware that can be installed in each device.
You have to appreciate it really isn't as cut and dry anymore. There's been a massive convergence between the two platforms and how we game on them. The popularity and rise in PC gaming is directly linked imo to a better ease of access for users and content platforms like STEAM etc. integrating the user purchases, support etc.

Consoles are also now using PC adapted hardware and they are more directly comparable with the caveat of obviously having Open (PC) vs Closed (Console) systems which in almost all cases all greater optimisation for consoles over PC versions of games which need more expensive and higher powered components to match the same graphics etc. however, i strongly believe that there should be a demand on developers to have some consideration towards limited performance toggles. Framerates and locked or dynamic resolution with the specific mention of performance stability and so on. Then let future BC take care of the rest. I think Sony is going to be very considerate of ensuring the future compatibility with x86 architecture to match MS and that's why when somebody would like to go back and play Horizon and the sequel, they could hopefully up the resolutions to native 4K and 60fps or beyond. It helps bring a new lease of life to replaying a title and also, in case say like The Witcher 3, enhanced hardware didn't fully solve certain issues even running that at 30fps, however at some point i'd expect DF to probably test Witcher 3 on a PS5 using BC and probably show how PS5 improvements with boost mode etc. make it all a better experience.
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Old 07-13-2020, 03:37 PM   #18
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Originally Posted by R3P0 View Post
If you want options game on PC. Consoles were never designed with that in mind. It was supposed to be a closed system with locked graphics and framerates to make it easier for developers to create a designed experience for the users. Every user on every console has the same experience. It is not that way on PC due to the variety of hardware that can be installed in each device.
I do game on PC mainly. For how powerful these consoles are going to be they should offer their players options on how they want to play. The series X is as powerful if not more powerful then quite a bit of pc rigs.
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Old 07-13-2020, 04:24 PM   #19
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Originally Posted by tcripe View Post
I do game on PC mainly. For how powerful these consoles are going to be they should offer their players options on how they want to play. The series X is as powerful if not more powerful then quite a bit of pc rigs.
So is the PS5. Don't buy into the 'oooh 12 teraflops" narrative. Both of these consoles are very powerful and I will bet anyone here a hamburger that multiplat games on both consoles will be so similar, you will need an electron microscope to point out the differences.
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Old 07-13-2020, 04:30 PM   #20
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So is the PS5. Don't buy into the 'oooh 12 teraflops" narrative. Both of these consoles are very powerful.
I will say this. On paper, Series X is more powerful on CPU & GPU fronts. The PS5 pulls ahead on NVMe speeds though and by a more significant margin than the gap of the former spects.

However that's not to say Series X won't be delivering a visually better output with the fact it has near 2 Teraflops of like for like advantage. Remember that both are RDNA 2 based so it's fair to compare raw specs even if the applications different.

Sony just chose to invest in different areas to differentiate their next gen offering with haptic feedback and the Tempest audio chips alongside the faster NVMe. However powerful both new consoles are, something is quite clearly up in terms of 30fps being chosen over say 60fps.
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