It's almost time: the PS5 and the Xbox Series X will finally be available to the general public later this year. The PS5 has been shrouded in secrecy for so long, we're desperate for any information we can get on Sony's console.
However, bit by bit, Sony has been revealing its PS5 secrets. An official PlayStation 5 event took us "under the hood" on the PS5's specs and features, live streamed on the PlayStation Blog and YouTube.
Shortly after that, Sony unveiled the DualSense, a next-generation controller with advanced features (more on those later) designed to replace Sony's tried-and-true DualShock design. Most recently, the PS5's gameplay capabilities were revealed as Epic Games showcased its Unreal Engine 5
Is that price going to be accurate, though, and will it be a success for Sony? First, consider the cost of PlayStations past – the PlayStation 4 originally debuted for £349.99/$399.99 and when it was reinvented as the PS4 Slim it began selling for £259.99/$299.99 and up.
The more powerful PlayStation 4 Pro, on the other hand, launched with a price of £349.99/$399.99, matching the original PS4 on that score – though you can now get all kinds of bundle offers and discounts on various flavours of the PS4 console.
Graphical Processing Units, or GPUs are up next. The PS5 GPU needs to be backwards-compatible with PlayStation 4 games, which it can do thanks to some awesome work from AMD. It is a custom RDNA 2 chip from AMD, which is optimised for performance.
We have our own needs for PlayStation, says Cerny, and AMD helped with this when working on PS5.
The PS5 has a new Geometry Engine and inter-section engine, which is all about the PS5's ray tracing abilities. Cerny says ray tracing will be available, enhancing audio, global illumination, shadows, reflections and more.
Speaking of audio, Cerny is all about the importance of audio in games. The goals for audio on PS5 was to create a great audio experience for all gamers, using presence and locality to place you in the game using volume changes and phase shifts.
It has SPU-like architecture and GPU parallelism, meaning it can deal with complex audio processing and, crucially, can generate 3D audio affects for all gamers, regardless of how they are listening (headphones, soundbar, TV speakers etc).
On PS5 Sony has gone a different direction. It has a variable frequency strategy, which means the CPU and GPU are permanently run in boost mode, but the frequency changes. This means the power draw doesn't change, so the PS5 is always running at maximum capacity: as such, Sony doesn't need to guess at the worst case scenario in terms of power draw in games going forward.