That seems like a great idea. Now that so many games are much less demanding on your gaming machine than others (playing a Phoenix Wright game, or Stardew Valley, or Minecraft), holding back a bit of power makes a lot of sense. If implemented right, I imagine you wouldn't see any effect from this on most games.
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It is arguable how much it is needed if games/libraries are coded "correctly".
If a game is not resource intensive it won't consume a lot of resources. This is why people who don't understand power supplies might pop a breaker if they boot up the least AAA game but won't have issues playing Stardew and the like. Or why you can get a few hours out of some games on the Steam Deck and MAYBE an hour with others.
If this is meaningfully effective then it speaks to something with the underlying Sony libraries (I forget the technical term) space filling resources. It sees memory is free so it uses memory and so forth. Which is pretty common with a lot of database/queuing software and why good practices tend to be restricting those with VMs.
Nah. Fuck the remnants of polygon (buncha scabs) but I think they are right that this has to do with setting a threshold/target for a potential handheld SKU. Basically the same thing MS had with the Series X vs S.
Just to provide a bit more. A common way of thinking of it is you have a static and a dynamic energy cost. Running the CPU at all costs a certain amount of power (static). But doing actual work on it costs more power on top (dynamic). So a completely idle chip is just the static and a balls to the walls run is static and 100% of the dynamic.
You can potentially turn off parts of chips to reduce the static cost (e.g. run with 4 cores active instead of 6) but that tends to require significant hardware support. And... most literature on the subject tends to e that it is still better to just run until the proverbial sweat runs down your crack because you'll consume less power than if you had run lower for longer.
This kind of update is always welcome. Probably 80% of my console time is spent on backwards compatible games anyway.
How many watts does this actually save?
Not specified. Still in testing, so final numbers probably aren't available.
It's gonna depend on the game. It reads like it's a system setting that games can read and adjust their resource demand. Like a game boots up and checks if power saving is turned on and if it is, renders at a lower resolution or something like that. The system software will probably do that as well.
And yet still no Discord streaming support...