More PS5 Details & Holiday 2020 Launch

More Ps5 Details Holiday 2020 Launch

In an unsurprising announcement, Sony has officially set a holiday season 2020 launch window for the upcoming PlayStation 5 console. Going by past console releases, that likely means an early November launch.

President & CEO of Sony Interactive Entertainment Jim Ryan has spoken about the console on the PS blog with the controller reportedly getting a redesign, confirming that thumbsticks with haptic feedback will replace ‘rumble’ technology.

In addition, adaptive triggers are being incorporated into the L2/R2 trigger buttons so developers can program the resistance of the triggers. There’s also an improved built-in speaker, larger-capacity battery, a USB-C connector for charging and/or playing wired, and the weight is heavier than the DualShock 4 but lighter than the Xbox One controller (with batteries in it).

Ryan says: “One of our goals with the next generation is to deepen the feeling of immersion when you play games, and we had the opportunity with our new controller to reimagine how the sense of touch can add to that immersion… Game creators have started to receive early versions of the new controller, and we can’t wait to see where their imagination goes with these new features at their disposal.”

Their blog entry also points to an extensive new Wired piece going into the new console’s design and aims. Like Microsofts’s upcoming Project Scarlett, the PS5 will use a CPU based on AMD’s Ryzen line and a GPU based on its Navi family.

System architect Mark Cerny has gone into more detail, confirming the console will support ray-tracing and it’s hardware, not software-based: “There is ray-tracing acceleration in the GPU hardware.”

Also confirmed – the games will use 100GB optical disks in a drive that doubles as a 4K UHD Blu-ray player, and it will be backwards-compatible with PlayStation 4 games.

Game installation will be mandatory but different than in the PS4 – aided by the move to SSD only allowing for more configurable installation and removal which could mean the ability to install just a game’s multiplayer or single-player campaign and leaving the other part rather than having to install both.

Indeed, the SSD is a big selling point to make game design more efficient and thus allowing for not only much faster load times but larger or more detailed game worlds or simply smaller game installs. As Cerny points out, even a top-line PS4-exclusive game like “Marvel’s Spider-Man” is highly inefficient as “there are some pieces of data duplicated 400 times on the hard drive” by those using traditional HDDs.

Finally, the user interface will get revamped to allow for more real-time data allowing users to witness joinable activities in real-time.