On March 18, Sony finally broke its silence and introduced the specifications for the PlayStation 5. The specification for the next-generation console is as follows:
- CPU: the eight-core Zen 2 operating on a variable (more on that below) frequency of 3.5 GHz.
- GPU: 10.28 teraflops, RDNA 2 architecture, 36 computing units operating at a frequency of 2.23 GHz.
- RAM: 16 gigabytes of GDDR6 / 256-bit with a bandwidth of 448 GB / s.
- Internal storage: 825 gigabyte SSD.
- Interface: provides a data transfer rate of 5.5 GB / s (without compression) and 8-9 GB / s (with compression).
- External storage: NVMe SSD slot and support for USB hard drives.
Along with this, the leading platform architect Mark Zerni spoke, who outlined what the upcoming console is and what technologies are used in it.
In particular, viewers today learned about
- innovative approach to the use of frequencies of the central and graphic processors;
- features of the PlayStation 5 graphics subsystem;
- using an SSD and its help in making next-generation dream games;
- Opportunities to expand internal storage
- Unprecedented 3D audio fidelity with Tempest 3D Audio Engine
- backward compatibility.
Overclocking the central and graphic processors
First of all, it will be important to clarify that the chip installed in the PlayStation 5 operates at a variable frequency. What is it and how will this “overclocking” affect the launch of the software read below.
Unlike the Xbox Series X, the central (as well as the graphic) processor of the Sony console will work with a dynamic frequency, and the maximum high bar for it will be 2.23 GHz.
Users of mobile devices and some laptops often encounter such a definition when their devices overheat and in the hypothetical PUBG MOBILE launched on the flagship, the frame rate drops sharply from stable 60 to almost unplayable 10-15. Gamers know that until their smartphones have cooled down there is nothing to hope for an “honest” game.
The thing is that peak performance is directly related to the temperature reserve, so in a game running on a smartphone with overheating, the frame rate may drop, and sometimes even be unacceptable. This completely negates our expectation of a new generation console. After all, who wants to play 10-20 FPS while waiting for the system to cool?
Mark Zerny reassured fans by saying that such an approach is not used in the PlayStation 5. Roughly speaking, the console does not reduce performance in this way. According to Sony, all PS5 consoles handle the same workloads with the same level of performance in any situation, regardless of the ambient temperature.
So how, then, does overclocking work? As it turned out, the PlayStation 5 processor always runs at a constant frequency and changes power depending on the workload.
The internal monitor analyzes the workloads of both the central and graphic processors and selects frequencies for them in accordance with the situation.
“We also use AMD SmartShift technology, which directs unused power from the processor to the GPU so that it can squeeze a few more pixels,” says Zerni.
This is a rather interesting idea and it completely disagrees with Microsoft’s design solution in its Xbox Series X, which, as you know, works at a constant frequency and without overclocking. The bad news is that developers should be aware of potential power surges that could affect processor clock speeds and slow down performance at any time. And good – the PlayStation 5 GPU will run at a higher frequency than everyone expected. Also, due to overclocking, the graphical subsystem of the console will be much faster than AMD analogues for PCs that were soon launched on the market.
PS5 Graphics
Cerny confirmed that ray tracing will appear in the console using hardware acceleration. At the same time, the leading architect noted that its principle is “based on the same technology as in future AMD graphics solutions for PCs.”
Earlier there were rumors about some kind of external unit, but Zerny denied them – as in the next generation of Navi, as well as the Xbox Series X, the technology will be fully integrated and implemented using shaders. Such an implementation will provide PS5 access to the same effects that we saw in the PC segment: reflections, ambient occlusion, shadows and global lighting.
SSD and its use in the next generation console
The last couple of years, Mark Zerny has traveled the world, meeting with dozens of developers and publishers, where he was interested in their opinion on the integration of SSDs in the next generation console. PS5 is capable of loading 2 GB of data in one quarter of a second, which means that theoretically, all 16 GB of console memory can be “hammered” in just two seconds!
Increasing console performance by two orders of magnitude required a somewhat non-standard solution. For this, architects had to seamlessly connect the SSD to the main processor. User flash memory is integrated with SSD modules through a 12-channel interface, providing the required performance of 5.5 GB / s with a total storage capacity of 825 GB.
The number you choose may seem strange, especially when you consider that solid state drives sold in stores have a capacity of 512 GB, 1 TB, or more. However, as it turned out, the Sony solution is proprietary – 825 GB is best suited for the 12-channel interface, there are also a number of other advantages. In short, Sony decided to give more freedom to itself and the developers.
The controller itself is connected to the main chip via a four-lane PCI Express 4.0 connection and contains a number of special hardware units designed to eliminate the bottlenecks of the SSD. The system has six priority levels, which means that developers can literally prioritize data delivery in accordance with the needs of their software.
The controller supports hardware decompression for the standard ZLIB, as well as the new Kraken format from RAD Game Tools, which provides an additional 10% compression efficiency. Why is this? The 5.5 GB bandwidth is converted to all eight or nine gigabytes per second supplied to the system.
A dedicated DMA controller (equivalent to one or two Zen 2 cores in terms of performance) directs the data to where it should be, and two dedicated user processors handle I / O and memory mapping operations.
Interestingly, developers will not have to do anything for this.
“You simply indicate what data you want to read from your original uncompressed file, and where you would like to place it, and the entire download process is invisible to you and at a very high speed,” says Zerni.
External memory expansion devices
825 GB is, of course, not the ultimate dream, so users are wondering: how can I increase internal storage? According to Sony, old external hard drives are not good, but do not throw them away, because with them you can run games for the PS4 (more on that below).
Microsoft introduced its own proprietary drives, but Sony adheres to its own strategy, allowing users to buy ready-made solutions and independently connect them to the console. Yes, you heard right, NVMe drives for PCs are suitable for expanding memory on the PS5. The only problem is that computer technology lags far behind console and new PCIe 4.0 drives with the bandwidth required to meet Sony specifications will not be available on the market soon.
Nevertheless, the PS5 will have an NVMe slot and of course full compatibility with disks. The main thing is that you do not need expensive branded memory cards from Sony, as in the days of the PSP and PS Vita. However, you still should not buy unverified devices, they can slow down the system.
Unprecedented 3D sound with Tempest Engine
In addition to download speed, Mark Zerni is betting on sound. He says that he rarely met with sound engineers during his regular visits to developers and publishers, and that Sony itself must create a foundation for this to ensure enhanced sound quality in the new generation.
To provide 7.1 surround sound, the current generation typically employs Jaguar. while its share is much smaller than in the era of PS3. However, Zerny wanted to allocate a separate block for this, in the end the Tempest Engine was invented.
The architect describes it by the example of a downpour. In modern games, rain is a simple, single sound. Thanks to the Tempest Engine, the sound in the PlayStation 5 creates the effect of presence, the feeling that you really are in the middle of water dripping from the sky. It simulates the sound of individual raindrops falling on the ground around you. Why is that? This is more due to the ability to accurately track where the objects are located – and the science of how to do this is simply amazing, in particular, the shape of your ears and even the size of your head are taken into account.
Creating a separate block for such calculations is a rather expensive technical task. However, the Tempest Engine is actually a redesigned AMD GPU computing unit, devoid of its own caches and relying solely on DMA transfers. Exactly the same coprocessor is in the PS3.
“In the end, we got a device with roughly the same SIMD power and bandwidth as all eight Jaguar cores from the PS4 combined,” Cerny boasts in his presentation.
In short, the Tempest Engine paves the way for a true revolution in gaming sound – and despite the fact that there are still many challenges ahead to cover the full potential of the system, customers no longer have to worry about buying high-end audio equipment, enjoying the experience provided. After all, all you need is two ears or two speakers, and the Tempest Engine can handle everything else. Sony is optimistic about the future, receiving excellent results from virtual surround sound coming from the TV speakers and sound panels, as well as multi-speaker systems.
Since the profile of a single player’s ear is needed to reveal the full picture, Sony modeled special settings for about a hundred people, offering five presets to choose from.
Cerny believes that in the future he will use a neural network to select the closest analogue in his library. Immediately after the user sends them a photo of his ear.
backward compatibility
Sony’s next-generation console will launch the best games for the PlayStation 4 at launch. In his presentation, Mark Zerny said that the company tested the “100 best games for the PlayStation 4” and the results were very impressive.
“We expect that almost all of them will be playable on the PlayStation 5 at the time of release,” says the architect.
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