Does Sony add hardware V-Sync support to the PS5? [Rumor]



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A new Sony patent has been registered recently, apparently suggesting that V-Sync hardware would arrive on Sony's next console – the PS5.

The patent filed at the end of May was approved a few days ago and is registered with PlayStation's parent company, Sony Interactive Entertainment LLC.

The patent entitled "COMPENSATION OF THE VIDEO VIDEO RATE BY ADJUSTING THE VERTICAL BLANKING" is quite detailed, so we will cover the juicy parts. On closer inspection, the descriptions strongly suggest that Sony would implement hardware-based V-Sync for the PS5.

For those who are not familiar with the term V-Sync, this essentially eliminates screen tears and make the games more "smooth". The term is short for Vertical Synchronization and should be familiar to PC gamers as it is enabled through your graphical settings. In short, this setting allows you to synchronize the game's images with your monitor or the refresh rate of the display. For example, if you play at 60 frames per second on a 60 Hz screen, V-Sync helps you to synchronize those frequencies so that the game never exceeds 60 frames per second.

As for the consoles, the developers prefer simply to limit the frame rate of the game, which is unfortunately not the same. Uncharted 3, Overwatch, Ryse: The son of Rome are some examples of notorious games for their heartbreaking screen.

One of the main reasons why consoles have not yet implemented V-Sync correctly is that the process is very challenging for the GPU. Sony may have something in the bag if it is confident enough to implement it in the Playstation 5. Some games on consoles like Street Fighter V support V-Sync, but it's not safe to use. is a software in which the output frame is buffered until the screen is ready. accept it.

What this new technique mentioned in the patent does is that it fills the lost images with a technique called "vertical suppression". Thus, each time the game deletes images, the technology fills the missing images.

Sony seems to implement a "vertical suppression" technique to compensate for fluctuations in frame rate, as shown below:

In order to send the rendered images to the display, the images in the image buffer are usually scanned line by line and transferred in series (in sequence) on a video interface to the device. ; display. During the scanning, certain "invisible" signals are generated to govern the transfer process, so that what is actually transferred to the display device for each output frame of the frame buffer, here called "output frame", not only includes the visible pixel values ​​of the frame image, but other external signals that can be used by the display device to resolve the frame display mode received at l & # 39; screen. This typically includes, among other things, a vertical sync signal that is pulsed between each scanned frame image. The time period between each scanned image, ie between the last line or pixel of an image and the first line or pixel of the next image, is called the "blanking interval" vertical". This vertical blanking interval is generated as part of the scanning process, and this vertical sync pulse is used for synchronization between the graphics source and the display.

It further states that this will enable "every image updated on the display screen to perfectly match the source images generated by the GPU":

The frequency at which the vertical sync pulse occurs during scanning and, therefore, the frequency at which the blanking interval occurs, is traditionally set according to the device refresh rate. Display, so that each image scanned from the image buffer coincides with each refresh cycle of the display. If the rate of the original graphics content, ie the rate at which new source frames are drawn into the frame buffer by the GPU, is perfectly synchronized with the refresh rate of the frame. Display, each new source frame drawn into the frame buffer by the GPU would correspond 1: 1 to each image presented on the display device. For example, if the display device has a refresh rate of 60 Hz and the graphics processor renders new images in the frame buffer at a rate of 60 frames per second in phase with the cycle refresh the display, each image is updated on the screen of the screen. would perfectly match the source images generated by the GPU.

After reading the patent, it seems that the technique is a combination of hardware and software to help tear the screen and mitigate the drop in frame rate. It makes sense, since Sony has decided to patent it and everything. Go ahead, read the patent and tell me what you think.

The Sony PS5 is expected to be unveiled next year, possibly at the PlayStation Meeting in February, after confirmation of PSX 2018 has been confirmed.

The developers presented their wish list for the Playstation 5 and Xbox Scarlett, claiming that they wanted more memory and storage.

Sony is also expected to work to "upgrade" the Playstation network in time for the release of the PS5.

What do you think of this patent? Could it really work from V-Sync for consoles? Let us know in the comments.

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