Official Thread PlayStation Hardware

Status
Not open for further replies.


From the article.

Sony Corp. is roughly doubling its PlayStation 5 production to 10 million units this year as it sees the prolonged effects of the Covid-19 pandemic boosting demand for gaming, according to people familiar with its plans.

The electronics giant has informed assembly partners and suppliers it’s radically increasing orders for its next-generation console, though logistics may yet pose a challenge to delivering all those machines on time for the holiday shopping season, the people said, asking to remain anonymous. Sony had previously aimed to produce 5 million to 6 million PS5 units by the end of March 2021, Bloomberg News has reported.

A Sony spokesman declined to comment.Japanese business daily Nikkei earlier reported Sony’s planned production boost of the game machine, which is scheduled to release this fall.

Concerns about a second wave of coronavirus infections may keep more people at home for longer, as governments around the world closely monitor efforts to reopen their economies. Sony’s revised expectation is that this ongoing situation will stir additional demand for the PlayStation 5 console, whose official debut captivated the gaming community.

Even with a boost to manufacturing, Sony may still be unable to put enough units on store shelves in the coming year-end holiday season due to shipping constraints, the people said. A large proportion of Sony’s consoles are made in China and sent out via sea around the world. It takes months for shipments to travel from China to the U.S. and Europe via ocean lines, and Nintendo Co. earlier this year had trouble refilling stock of its popular Switch console for this reason.

Sony had previously advised suppliers that it would require 10 million units of the DualSense controller for the new PlayStation machine by March next year. Production of the new controller is also being increased to match the console’s new output plan.

Sony began PS5 mass production in June and, under the latest plan, expects to assemble 5 million units by the end of September and another 5 million between October and December. A large portion of the latter tranche would turn into stock for 2021 due to the logistical delay. Sony could try to use air cargo for faster delivery, as it did in 2013 around the launch of the PlayStation 4, though airlines are running vastly reduced schedules due to Covid-19 and Sony’s ability to reserve flights would be limited.
 
Last edited:
Hoping that it's also a good indicator for how they're planning on pricing the systems if they feel they're going to sell more than they originally thought. Not just because of people staying home because of Covid.
 


I would say this is probably the real deal. It seems the light bar creates a pattern all the way around the controller rather than just the sides
 
  • Like
Reactions: JinCA
Based on looks alone, that will probably be the best DS to date. Ergonomically, it looks to be much better than all the rest of them.
 
The “Lumen in the Land of Nanite” demo ran at approximately 1440p and 30fps, but apparently, the PS5 could easily render most of it at 60fps. As we already learned, Nanite is not particularly taxing on hardware – the entire GPU rendering cost of the demo was about 4.5ms, which is about 1/4 the timeframe budget at 30fps or 1/8 at 60fps. The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.


I figured this would be the case, though.
 
The “Lumen in the Land of Nanite” demo ran at approximately 1440p and 30fps, but apparently, the PS5 could easily render most of it at 60fps. As we already learned, Nanite is not particularly taxing on hardware – the entire GPU rendering cost of the demo was about 4.5ms, which is about 1/4 the timeframe budget at 30fps or 1/8 at 60fps. The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.


I figured this would be the case, though.
So why didn't it run it at 60FPS if it was so easy.
 
The “Lumen in the Land of Nanite” demo ran at approximately 1440p and 30fps, but apparently, the PS5 could easily render most of it at 60fps. As we already learned, Nanite is not particularly taxing on hardware – the entire GPU rendering cost of the demo was about 4.5ms, which is about 1/4 the timeframe budget at 30fps or 1/8 at 60fps. The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.


I figured this would be the case, though.

I don't have time to watch through it now, but I'm curious about how much disk space they used for that demo.
 
  • Agree
Reactions: JinCA
The “Lumen in the Land of Nanite” demo ran at approximately 1440p and 30fps, but apparently, the PS5 could easily render most of it at 60fps. As we already learned, Nanite is not particularly taxing on hardware – the entire GPU rendering cost of the demo was about 4.5ms, which is about 1/4 the timeframe budget at 30fps or 1/8 at 60fps. The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.


I figured this would be the case, though.
Maybe Nanite alone(as in geometry). I image Lumen on top of it isn't so kind on rendering budgets. Gotta process that stuff. If it could be at 60fps, they wouldn't be showing it at 30. Also 1440p. Now you get some DLSS action on that and you can get a 4k quality image, but acting like it's easily done when it's 1440p/30 is silly.
 
Maybe Nanite alone(as in geometry). I image Lumen on top of it isn't so kind on rendering budgets. Gotta process that stuff. If it could be at 60fps, they wouldn't be showing it at 30. Also 1440p. Now you get some DLSS action on that and you can get a 4k quality image, but acting like it's easily done when it's 1440p/30 is silly.
If you listen to what Epic said it might not be easy but it's doable and the goal.
 
  • Like
Reactions: Shawn Jelsic
Yep, I was right. Lumen is the reason it was @30fps. Duh. It also says Nanite isn't good with softbody objects like grass (foliage) and hair. Great for rigid bodies though. The geometry is definitely awesome, but lets face it, that lighting solution was at least half of why that looks as good as it does. On another note, Lumen doesn't work great with mirrored objects or reflections, apparently. Good news is can be combined with other Unreal tech, which is awesome. We will see a lot of hybrid use of Nanite and Lumen, methinks.
 
  • Like
Reactions: JinCA
If you listen to what Epic said it might not be easy but it's doable and the goal.
I take "hope" with a grain of salt. But perhaps. They could probably do it with lower sample rates of Lumen or something. Maybe not even use Lumen.
 
So why didn't it run it at 60FPS if it was so easy.

If you go to GAF and find the thread for this topic the OP of the thread breaks down a lot of this. About the GPU in the PS5 being a bottleneck and a few things about the Series X.

Not sure about any of it though because I am not a tech person.
 
Status
Not open for further replies.