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#playstation5#markcerny#ssd

The Road to PS5

PlayStation

17M subscribers • 1 video on Hallway

YouTube
  • Recommended by 6 people: 6 on Hacker News.
  • A classic. People kept recommending it from 2020 to 2023.
  • Presented by Mark Cerny, lead system architect of PlayStation 5
  • Made by the vendor. The company whose product it covers made or sponsored it.

Intermediate. Assumes working knowledge.

16M views6 years ago6 recommendations

HardwareSystems programmingCPUs and computer architecturePerformance and optimizationUnity, Unreal and Godot

Mark Cerny explains the hardware design of the PlayStation 5, focusing on SSD integration, I/O throughput, and custom audio processing.

PS5 lead system architect Mark Cerny provides a deep dive into PS5’s system architecture and how it will shape the future of games.

Why it's here

6 people recommend this

What people say. Recommended as an excellent, practical deep dive into modern hardware architecture and how eliminating storage bottlenecks changes software design.

Moments people linked to

greyskullon Hacker News • Recommends

On “Storage Matters: Why Xbox and Playstation SSDs Usher in a New Era of Gaming”

IMO required viewing for any dev to form a more informed opinion on the SSD tech. Cerny talks about it fairly practically. Starting point on SSD: link to this video for about 20 minutes

slx26on Hacker News • Recommends

On “Storage Matters: Why Xbox and Playstation SSDs Usher in a New Era of Gaming”

…sources for other purposes. Some people might say these improvements happen because they were lazy before and never focused properly on dev needs and bottlenecks and the specific needs of game development. I partially agree, but the SSDs really don't just improve disk speed, they allow a completely different set of architectural optimizations. 0 link to this video…

xela79on Hacker News • Recommends

On “RPCS3 – The Open Source Playstation 3 Emulator”

I can really recommend this tech talk regarding PS4 and PS5 hardware by their lead hardware architect link to this video some really interesting topics related to what kind of performance they wanted as a baseline and how to optimize to make the PS5 do what it currently does... like no other platform. a $700 console that: - outputs 4k / HDR (upscaled from lower native res. ofc) - renders games steadily at 30 / 60fps - no hitches, framedrops - always records your gameplay - live video sharing of stream with PS friends - live streaming to youtube - updates of games being installed - downloads of games/data all simultaneous, instant game switches, quick loading times. the experience cannot be replicated w…

Avamanderon Hacker News • Recommends

On “PlayStation 5: the specs and the tech”

The talk for those interested: link to this video I found it really quite interesting, even if I don't game on consoles primarily.

jonas21on Hacker News • Recommends

On “What’s your API’s “Time To 200”?”

I believe "time to 200" is a reference to "time to triangle," which Playstation architect Mark Cerny and others have used to describe the amount of time it takes to get a game engine up and running on a new console to the point where it can render its first triangle 1. You can see him talking about time to triangle on various Playstation consoles here 2 (and if you have the time, it's definitely worth watching the entire talk). 1 link 2 link to this video

wincyon Hacker News • Recommends

On “Marvell Announces First PCIe 5.0 NVMe SSD Controllers: Up to 14 GB/S”

The PS5s operating system and even how they package game files had to be developed from the ground up to realize these gains. There’s a good technical talk about it from one of Sony’s engineers. link to this video

u/stoopdapoopin r/GraphicsProgramming • Mentions

…that large polygons cause the GPU to get hot. Hey guys, I was watching the the PS5 reveal a few weeks ago, and he mentioned something about how the overhead maps in games god of war and horizon zero dawn cause the GPU to get really hot due to the large polygons. (I'm paraphrasing a little) Here's a timestamp of the quote, for those interested [video I for the life of me can't figure out why this would be the case. My only guess is that pixel shaders usually engage more silicon because of their complexity and more random memory access, so when you have large polygons maybe proportionally more of your wavefronts are running these more complex pixel workloads, and when you have dense geo…
18View on Reddit

ddoolinon Hacker News • Mentions

On “Playstation Architecture: A Practical Analysis”

It's crazy to see just how far they've come from the first console to the latest and all the lessons they've learned along the way. link to this video (Some Playstation 5 architecture highlights).

colesantiagoon Hacker News • Mentions

On “Storage Matters: Why Xbox and Playstation SSDs Usher in a New Era of Gaming”

Yes, gamers don't give a toss about the tech details 0, and they shouldn't, Sony gave a presentation about all of the internals of the PS5 and all they got in response was "ZZzzZZZZZZ". They only want the console for the games, man, nothing else. 0 link to this video

Kipterson Hacker News • Mentions

On “Playstation 5 review: Not just a more-powerful PS4”

No, they'll have a set of pre-made HRTFs and then use a listening test to pick the most appropriate one for the user link to this video

WithinReasonon Hacker News • Mentions

On “MIT researchers develop a paper thin loudspeaker”

Well, I tried with some one else who also didn't feel any spatial effect. I think it depends on whether the binaural recording was done with a head/ear shape similar to yours. So you'll just have to take my word for it that the audio positioning is very accurate. A good HRTF implementation should be calibrated to your head, Sony was talking about that when discussing the PS5's spatial audio: link to this video