The Austin Evan's video proves one thing and one thing only, Austin and friends have absolutely no idea how heatsinks/thermal dynamics work.
For them to say and I quote "we know it's not as efficient because it runs hotter" after measuring nothing but the heat being exhausted from the console says it all.
Heatsinks do not magically take the heat from the hot components and absorb it into nothingness, they just spread the heat out through...
My only concern is how poorly a lot of games are optimised for PC these days. It's highly unlikely developers will tweak for the Steam Decks specific hardware so you're basically going to end up with mid range laptop performance which is not enough brute force to run some modern games acceptably now let alone in a few years time.
Serious question. Has VRS actually delivered any real benefits on PC at this point? The only game I have played that uses it is Resident Evil Village and it's absolutely horrendous, it destroys the image quality and only gives a small boost to performance in return.
Do you have any examples of better implementations I can check out?
Microsoft really love using API names for marketing don't they, the PS5 has it's own API's that can do all this stuff as well, it's just that Sony doesn't keep banging on about it.
So to summarize, it's crap.
Unless the rumours of a new Playstation Experience event are true, maybe they still have some cards to play.
Sony haven't attended E3 for 3 years you ballsack, they do their own stuff like State of play, or the Playstation Experience.
The way I see it is that we are extremely lucky to be getting sequels to both God of War and Horizon: Forbidden West so soon in the PS5's lifecycle. People seem to forget that these big budget showpiece games take years to create, they are incredibly complex pieces of software and grow more and more so with every new generation.
If Sony Santa Monica or Guerrilla had opted to develop these titles exclusively for the PS5, making full use of all the new tech to do things that have ...
It will almost certainly come to PS5 as well as it is a purely software based solution, it also doesn't appear to be that good.
The demo AMD showed is very obviously softer than native 4K and to my eyes doesn't look much better if at all than the best checkerboard techniques that the likes of Insomniac are using (although they are starting from a higher base resolution).
It's absolutely not equivalent to something like DLSS which uses dedicated hardware to achi...
It's disappointing that GOW is going to be crossgen, even a rabid Playstation fanboy like myself has to admit that. But it also makes a hell of a lot of business sense, particularly given the state of things right now. It's not good for those lucky enough to have bagged a PS5 but for everyone else it's a win.
Also the fact it's crossgen doesn't mean for one second that the game can't be an incredible experience, and like Forbidden West I'm sure that the ...
BOTW is a mediocre Zelda game but an absolutely incredible game in its own right. Mario Odyssey is a near flawless 3D platformer with only Galaxy 1/2 as
real competition.
And before anyone accuses me of being a Nintendo fanboy, I'm not, i'm a PlayStation fanboy if anything. My switch has been unplugged and discharged for months.
Who needs E3? These random announcements are just as epic.
@Christopher it has nothing to do with power differences. This is not the native current gen version its just the Xbox One/PS4 version running in Backwards compatibility mode. The XBSX/S BC mode can run at higher frame rates AND resolutions but the PS5 BC mode can only display at the original resolution.
It's a limitation of the way Backwards compatibility works on the PS5 not power.
This is awesome but It just makes me want Uncharted 4 and Lost Legacy patches even more, those games would benefit from a 60fps upgrade even more.
Or set it to Strong like I did. Weirdly it works the opposite way you'd think. Weak is the most sluggish and is more or less unplayable, the default mid setting is OK but still feels laggy, Strong is perfect for me as it still gives the movement a little weight but doesn't feel slow. Off is obviously the most responsive but it feels a bit too twitchy and arcade like for a game like this in my opinion (would be best for mercenaries though).
PS5 version eliminates loading, uses Adaptive triggers and will most likely support PSVR2 in the future. XBSX has a slightly more stable framerate in a handful of areas.
If the PS5 had VRR it would be an absolute no brainer but I'd say it still edges a win as it offers a couple of unique features and the frame drops are small enough to not be too distracting.
You can just use PSN wallet top-ups to bring the Playstation Store prices down. That's what I did for RE8 and it reduced the cost to £47.49 which is about the same as what the third party stores are selling the Xbox version for.
How the hell is this a first gen PS5 game? bravo Insomniac.
As awesome as this game looks I'm equally as excited about how it's going to feel, I reckon this could be the best use of the Dualsense since Astro's Playroom.
That's great but they still need to get the Dualsense working on Android, until then I have to use PSPlay (which is better in a few ways anyway).