810°

Yasuhiro Otori Interview: Questions About the Internal Design of the PS5

Zenji Nishikawa writes: "I had the opportunity to interview Mr. Yasuhiro Otori (Sony Interactive Entertainment PS Product Division, Hardware Design Division, Mechanical Design Department), who recently revealed the internals of the PS5 in a breakdown video. I was able to question Mr. Otori on additional details that weren't expressed in the original breakdown video."

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1662d ago
morganfell1662d ago (Edited 1662d ago )

There is some really good information in the latter part of this article and specifically they detail compatible SSD expansion sizes. A great deal of depth also on the materials and reasons for design choices, particularly the size being driven by the desire for a single mainboard construction.

1662d ago Replies(1)
SullysCigar1662d ago

Yeah, it was interesting to get a little more insight on specifics. I was interested to find out that volumetrically the PS5 is only 5% larger than the Series X given all the fuss that's been made. In fact, if you look at both versions of the PS5, it's actually slightly smaller overall than the SX. It's funny because everyone was in agreement that the PS5 at least seemed bigger going on what we've seen.

The thing is, the Series X is shaped like a block, which is deceptively spacious compared to something more sculpted. At the end of the day, they're both big, but if that means they're reliable, cool and quiet, I'm fine with that.

dcbronco1661d ago Show
1661d ago
crazyCoconuts1662d ago

"The volume of the competing product " Xbox Series X " is about 6.86ℓ, so compared to this, the normal PS5 is about 1.05 times, and the PS5 digital edition is about 0.93 times. "

Christopher1662d ago

I'll barely be able to squeeze the PS5 into my current entertainment area situation with it standing vertical next to the TV. I'm going to have to invest in a new TV stand before I get my Series X late next year. Otherwise, it's just not going to work.

ziggurcat1662d ago

Yeah, I gotta figure out my situation, too. I think I have room on the top of the cabinet I have, but it'll be tight.

Baza1662d ago

Yea this thing ain’t gonna fit in my TV stand. Oh well. More than happy to make room for this beast!

crazyCoconuts1662d ago

It'll fit fine in my rack laying horizontally

Christopher1662d ago

@crazyCoconuts: I have 16" space horizontally (4 spots at 10x16" in size). If it was a good 2" space, I'd consider it, but that's only 0.6" for all that heat dissipation. I'm not going to take that chance. My plan is to buy a new unit that gets rid of separators and instead uses rear shelf braces for TV support throughout and just one long shelf below it.

Muzikguy1662d ago (Edited 1662d ago )

I'm just going to put my PS5 on top of a speaker. I will have to invest in an HDMI splitter though since there's no optical out this time

Bobertt1662d ago

Get a drill, nails, and some wood.

FyBy1660d ago

It should fit into any standard tv closet. It has sub hifi dimensions.

Christopher1660d ago

***standard tv closet***

Most "TV closets" do not support 16" width or standing, actually. Most "TV closets" are designed around sub-42" TV sizes and drawers/shelves to match. Now, TV stands, do have a larger focus on wider shelving and more open. I have one of those from about 14 years ago, great for my 65" TV. But, just not enough space on the shelves for it.

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Melankolis1662d ago ShowReplies(1)
aaronaton1662d ago

He said the fan is so big so it can run at less RPM, meaning it'll be quieter than most other fans.
He also stated that having the PS5 vertical or horizontal has no effect on cooling.

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50°

Gen Urobuchi Interview: Rusty Rabbit, Madoka Magica, And The Impact Of His Legacy

We sit down with the legendary Gen Urobuchi to talk about his furry indie adventure.

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anast2h ago

I tried the demo. It isn't a bad game.

230°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

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Vits2d ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK1d 17h ago

But will it have micro-stutters?

jznrpg1d 15h ago

PC exclusive feature

Vits1d 13h ago

But of course, even compatible with VRR, so you can really feel it.

rlow11d 12h ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac1d 6h ago (Edited 1d 6h ago )

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel1d 1h ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

barom22h ago

@1nsomniac Going digital did make things cheaper though. Games are dropping in prices at much faster rate than before and you’ll find plenty of sub $10 games on sale all the time, whereas before we had to wait for “greatest hits” label. Not to mention the indies basically have a levelled playing field now.

Pyrofire9522h ago

In the same way that you make all these assumptions and judgments on the future of UE, I see you making these assumptions and disregard any opinion you hold.
I see no value.
There is nothing constructive, just ire on what was and the willingness to believe nothing will get better.
You have given up on the possibility of joy and will not find it.

Profchaos1d 15h ago

Will it have games or just more decade long projects

IanTH1d 14h ago (Edited 1d 14h ago )

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH1d 13h ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen1d 11h ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH1d 10h ago (Edited 1d 10h ago )

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen1d 10h ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno1d 12h ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

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80°

Clair Obscur: Expedition 33: How the 'Game of the Year' was made

The makers of a video game that even impressed the French president tell the unusual tale of its development.

The_Hooligan2d ago

If the year ended today then yes it would be my personal GOTY. Absolutely!

In my opinion some of these games might be part of the GOTY nominees.

Blue Prince
Doom- dark ages
ER- Nightreign
Midnight Walk
MK World
MGS Snake eater
Ghost of Yotei
HK- Silksong
Hades 2

I am sure there are others that might surprise us down the road but these are the ones I can think of from top of my head that could challenge Clair Obscur- E33 for GOTY.