-
, , , , , , , , , , ,
-
PSN-Name: AngelVsMadman
Inside PlayStation 4 Pro: How Sony made the first 4K games console
- Additional 1GB of DDR3 RAM - used to swap out non-games apps (eg Netflix) from the 8GB of GDDR5
- 512MB available to developers for 4K render targets and framebuffers
- Another 512MB utilised for handling a 4K version of the dynamic menu front-end
A look at the image beamed out to the PSVR headset. Second-gen PSVR titles will be able to leverage bespoke multi-resolution technology that allows the 'edges' of the view here to be rendered at a lower resolution. There'll be a big boost to performance with no noticeable impact to image quality in the HMD.
But perhaps the biggest takeaway I had from the meeting with Mark Cerny was the insight into how Sony views the console generations. PS4 Pro and Project Scorpio have been seen as the beginning of the end of the jump to a new, more capable wave of hardware in favour of intermediate upgrades. What's clear is that Sony isn't buying into this. Cerny cites incompatibility problems, even moving between x86 CPU and AMD GPU architectures. I came away with the impression that PS5 will be a clean break, an actual generational leap as we know it. I do not feel the same about Project Scorpio, where all the indications are that Microsoft attempts to build its own Steam-like library around the Xbox brand, with games moving with you from one console to the next - and eventually, maybe even to the PC.
And there will be boosts for VR games too, with hardware multi-res support that should improve performance on second-gen PSVR titles.
We'll have more on that - plus other custom hardware features - soon, but in the meantime, the wait continues until we get hands-on with retail hardware and a big bunch of games. It's going to be fun.
We'll have more on that - plus other custom hardware features - soon, but in the meantime, the wait continues until we get hands-on with retail hardware and a big bunch of games. It's going to be fun.