The PlayStation 5 is expected to support variable rate shating (VRS) just like Xbox Series X, however, the feature was not addressed during the recent presentation by PS5 system architect Mark Cerny. According to the console’s former Principal Software Engineer, there is a good reason why not all features have been discussed yet.
On his Twitter profile, Matt Hargett spoke about the fact that VRS has not yet been named by Sony and he stressed how difficult it is to talk about it because the extent to which it will help performance not just game by game, but possibly scene by scene. game will differ. VRS helps to make more efficient use of the hardware. Rather than assigning GPU cycles uniformly to each pixel on the screen, they can prioritize individual effects on specific game characters or important environmental objects. This technique results in more stable frame rates and higher resolutions, without having a major negative impact on image quality. To take advantage of VRS you must also have a device with an HDMI 2.1 port.
All salient points, thanks for speaking up ? I’d add that VRS is hard to talk about because the degree to which it will help performance will vary per game, and possibly per scene per game. Given the ~ 50 min limit, I think @cerny did a superb job talking about tentpole features.
– Matt Hargett (@syke) April 21, 2020
Matt Hargett also revealed that so far there are many things that have not been presented yet and these secrets are well kept.
Many, many things haven’t shown up in leaks. There are plenty of secrets that are being well kept ?
– Matt Hargett (@syke) April 20, 2020
He also talked about the differences between the PS5 and Xbox Series X and said each platform has its own platform strengths and weaknesses. “We haven’t heard of every game maker on the planet developing games on the latest devkits. Each platform has its unique strengths and weaknesses at the hardware level, so it’s a matter of preference – not a hard fact, ”said Hargett.
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