I t has begun. Rumors of a possible successor to the PlayStation 4 have been circling the sites and technology forums for several days, which caused some bites from the main news media. According to some sources, we could see the PlayStation 5 as early as this winter.
It all started last month, when game writer Marcus Sellars posted a tweet suggesting that the PS5 development kits were already being sent to studios around the world. This was followed last week by the subscription site only Semiaccurate.com which claims to have seen the technical details of the machine. According to his report, the PS5 will be based on an accelerated processing unit of AMD that will feature the next generation of Navi series GPUs and its Zen 2 CPU.
These specifications are aligned with a speculative news item on the news site Japanese PC Watch, published last June, but while that story predicted a release date of the PS5 of 2019 or 2020, the Semiaccurate story claims that a 2018 release is technically feasible.
Historically, five years has been an auspicious time for developers on Sony machines: it's enough time to have produced a couple of titles, to have learned the hardware backwards and to have developed tricks and techniques to extract each pixel from the processor of graphics. Five years after the launch of the original PlayStation, we obtained Gran Turismo 2, Pro Skater, Driver and Tony Hawk's Spider-Man: titles that really propelled the 3D graphics architecture. Five years after the arrival of PlayStation 2 we obtained God of War, Shadow of the Colossus, Final Fantasy XII, Bully and Black; for the PS3 they were Uncharted 3, Skyrim, Dark Souls and Batman: Arkham City. The consoles were still pushed at that point, still throwing new possibilities.
Right, things are a bit different this time. After the complex PS3 Cell processor, which confused the developers for many months, Sony specifically designed PlayStation 4 for the studies to be launched relatively quickly, using a PC-based architecture and involving developers in the design process.
architect Mark Cerny also added flexibility in design to ensure that, from mid-life, developers have some leeway, including the use of the graphics processor to perform other game calculations. Speaking to Gamasutra in 2013, he said: "We believe that in the mid-life of the PlayStation 4 console, asynchronous computing is a very large and important part of game technology." He talked about a dozen programs running simultaneously on the GPU and using it to perform physics and collision calculations, adding extra depth to the simulation. So even now, we may not be seeing the absolute limits of the hardware.
Look at the PS4 this year, and clearly it's not a creative or technical declining console. God of War and Monster Hunter: The world is amazing, and later we'll see Spider-Man, Detroit: Become Human, Days Gone, The Last of Us Part II and (eventually) Death Stranding. All of this advances in the areas you would expect: environmental fidelity, lighting complexity, character modeling and, most importantly, they are doing new and interesting things with the hardware, either exploring new forms of narrative realism or developing congregational behaviors. massive AI
Another facet of current rumors is that virtual reality technology will be an intrinsic part of the PlayStation 5 offering, perhaps through a dedicated new AMD VR chipset. But we're not really in a place where the virtual reality of consumers lives up to the exaggeration and excitement generated when Oculus Rift first emerged. The headphones remain bulky, experiences are limited. Sony may have sold more than one million RV units of PS, but how many people use them regularly? However, maybe, with a couple of years of additional development, both in terms of hardware and game design philosophy, we could be in a much more interesting site; We could be in a place where designers can show us what this unique immersion technology can achieve.
Sony is winning the console war against Xbox in terms of sales and own development; You do not need to hurry until the end of this cycle. There is an irresistible impulse in the video game industry, and of course, everyone loves the drama and excitement when a new bright box looms on the horizon. But the winter of 2018 is too early. Hell, 2019 is too soon. But a year later, with a new generation of processors in operation and a couple of years to master virtual reality? Well, 2020 has a good sound.