Sony broke its silence earlier today, about its upcoming PlayStation 5 video game console. The PS5 made its official debut back in April in another story that was effectively little more than proof of life: the new box was said to feature a new GPU that supported ray-tracing, allowing for real-time rendering of complicated visual and audio effects, as well as a specialized internal solid-state drive for vastly improved loading times. The new system is said to be heavily based off of the PlayStation 4’s architecture, to the extent that it can play PS4 and PSVR games via backwards compatibility.
Sony enters the ninth generation of video game consoles with a commanding lead over its competitors, with the PlayStation 4 approaching a worldwide installation base of nearly 100 million, around double that of the Xbox One.
For one thing, the PS5 will still have the option to use physical media, with games shipping on 100-gigabyte optical discs, and loaded into the system via a drive that can also play 4K Blu-Rays.
Cerny also says that game installations will be treated differently for the PS5, allowing the user to install and remove parts of a given title rather than treating the entirety of it as a single mandatory block of data. In theory, you could pick up a brand-new game for your PS5 and only install the single-player campaign, or the multiplayer mode, rather than having to burn valuable hard drive space on every piece of data that the game might possibly need.
Sony seems particularly proud of one particular innovation for the PS5, enough that Jim Ryan augmented the Wired piece with a post on the PlayStation official blog: the new controller that will ship with the PS5 (which you have to figure will be officially called the DualShock 5, because why stop the theme now?) replaces the old “rumble” technology with haptic feedback. Instead of just vibrating in response to onscreen activity, the haptic controller can simulate a variety of tactile sensations.
“With haptics, you truly feel a broader range of feedback, so crashing into a wall in a race car feels much different than making a tackle on the football field,” Ryan writes. “You can even get a sense for a variety of textures when running through fields of grass or plodding through mud.”
The new controller also features “adaptive triggers” on the L2 and R2 buttons, which allow developers to program them with a custom degree of resistance. The example Ryan uses here is drawing back the string on a bow, in order to achieve “a powerful experience that better simulates various actions.”