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Will be called PlayStation 5.
There is ray-tracing acceleration in the GPU hardware.
Physical games for the PS5 will use 100GB optical disks.
Optical drive doubles as a 4K Bluray player.
Game installation is mandatory given the speed difference between the SSD and the optical drive.
Cerny says, "we're allowing finer-grained access to the data." That could mean the ability to install just a game's multiplayer campaign, leaving the single-player campaign for another time, or just installing the whole thing and then deleting the single-player campaign once you've finished it.
Completely revamped user interface.
Multiplayer game servers will provide the console with the set of joinable activities in real time. Single-player games will provide information like what missions you could do and what rewards you might receive for completing them—and all of those choices will be visible in the UI. As a player you just jump right into whatever you like.
The controller has "adaptive triggers" that can offer varying levels of resistance to make shooting a bow and arrow feel like the real thing—the tension increasing as you pull the arrow back—or make a machine gun feel far different from a shotgun.
The controller boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.
Improved speaker on the controller.
A demo the reporter tried with the new controller: I ran a character through a platform level featuring a number of different surfaces, all of which gave distinct—and surprisingly immersive—tactile experiences. Sand felt slow and sloggy; mud felt slow and soggy. On ice, a high-frequency response made the thumbsticks really feel like my character was gliding. Jumping into a pool, I got a sense of the resistance of the water; on a wooden bridge, a bouncy sensation.
While trying a demo of rigged Gran Turismo Sport: Driving on the border between the track and the dirt, I could feel both surfaces. Doing the same thing on the same track using a DualShock 4 on a PS4, that sensation disappeared entirely. It wasn't that the old style rumble feedback paled in comparison, it was that there was no feedback at all. User tests found that rumble feedback was too tiring to use continuously, so the released version of GT Sport simply didn't use it.
The controller team has been working on haptic feedback since the DualShock 4 was in development. They even could have included it in PS4 Pro, the mid-cycle refresh—though doing so would have created a "split experience" for gamers, so the feature suite was held for the next generation.
The next-gen controller uses a USB Type-C connector for charging (and you can play through the cable as well).
The controller has a larger battery.
The new controller is heavier than the DS4 but lighter than the current Xbox controller with batteries in it.
While a number of studios already had their PS5 devkits, the controller prototypes began rolling out much more recently.
Bluepoint Games is working on a big title for PS5.
"I could be really specific and talk about experimenting with ambient occlusion techniques, or the examination of ray-traced shadows," says Laura Miele, chief studio officer for EA. "More generally, we’re seeing the GPU be able to power machine learning for all sorts of really interesting advancements in the gameplay and other tools." Above all, Miele adds, it's the speed of everything that will define the next crop of consoles. "We're stepping into the generation of immediacy. In mobile games, we expect a game to download in moments, and to be just a few taps from jumping right in. Now we’re able to tackle that in a big way."