>It's dangerous to rely on Teraflops as an absolute measure of performance
t. Mark Cerny
>It's dangerous to rely on Teraflops as an absolute measure of performance
t. Mark Cerny
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Reminds me of my nerdy friend. He tells pretty girls it's dangerous to enjoy a dick bigger than 5 inches. Must women will get hurt and it's about the motion of his ocean.
>having hardware that is capable of doing more computations per second doesn't matter
>muh snake oil SSD speed though
He's probably correct. Tech is generally a lot more complex than being able to boil everything down to a single factor, but retards on Yas Forums wouldn't understand that.
>Mark Cerny
>Certified genius, industry legend
>user on Yas Forumseddit
>homo with shit for brains
Who should I listen to, bros?
>Being so unintelligent, you listen to an intelligent person's strategic misdirection.
>2011+9
>caring about specs
>on a console
that's what PC is for
get a Playstation to supplement with their exclusives once the console goes down in price and gets a few decent games
Watch this and understand how PS5 won then cope
Only true if games leverage mixed precision instead of doing everything in FP32 or FP64. If game start leveraging FP4, 8, and 16 for a lot of on-screen rendering, then his statements make sense. But the caveat means that all game studious have to heavily optimize their engines to take advantage of that capability. In other words, what iD did with Doom 2016 and Doom Eternal, every studio has to do for all their games from the beginning to the end of the console generation.
Derivative products that run at X resolution and with massive, constant framedrops all the fucking time, will make the 9.x teraflop ceiling of the PS5 standout much quicker even with the massive i/o throughput it brings to the table. Long story short, first and second party studios will shine on the PS5, multi-plat studios will stagnate.
Shill your videos elsewhere Coreteks