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Sony PlayStation 5 : Play Has No Limits

PS5 Release Date, PS5 Games, PS5 Power vs Xbox One X, PS5 Price Speculation - All the PS5 Info lets discuss



Here are all the rumors and speculation surrounding the PS5, including a potential PS5 release date, power, and launch games of Sony's inevitable PS5. Is the PS5 releasing in 2019?


What we Want From the PS5 Speculation aside, what would we ideally want from the PS5? Backwards compatibility for PS4 games would be brilliant, simply because you'd be able to carry over classics like the Shadow of the Colossus remake to the next console generation. We've seen how well Microsoft is handling backwards compatibility with its Xbox One consoles (including getting amazing results updating Xbox 360 games to run in 4K on Xbox One X), and something similar on PS5 would be great.

In terms of pure power, the PlayStation 5 has to significantly exceed the power of the Xbox One X. This means featuring more games running in 4K at 60FPS. If the PS5 can deliver about 10 TF of power we'd be happy, as this would allow devs to create games that look a generation ahead of what we've got now.

But what would the dream launch lineup be for the PS5? Death Stranding and The Last of Us: Part 2 are hugely anticipated blockbuster games, with the former especially looking to push the performance of whatever system it's on to the very limit. We've also mentioned Ghost of Tsushima and a sequel to Horizon Zero Dawn, and the latter would be the perfect way to kick off a new console cycle from Sony.
 
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Necrokiller

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Final Fantasy XVI reportedly overheats PS5 consoles and causing them to shut down. The news was reported by Push Square and GamesRadar+ featuring users with overheating problems.

Thermal throttling error message

Temperature change brings the risk of thermal throttling, performance slowdowns, stuttering, and overheating pop-ups. Overheating also shortens console lifespan.



So much for the liquid metal cooling shenanigans :ROFLMAO::ROFLMAO:
 
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CerebralTiger

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Final Fantasy XVI reportedly overheats PS5 consoles and causing them to shut down. The news was reported by Push Square and GamesRadar+ featuring users with overheating problems.

Thermal throttling error message

Temperature change brings the risk of thermal throttling, performance slowdowns, stuttering, and overheating pop-ups. Overheating also shortens console lifespan.



So much for the liquid metal cooling shenanigans :ROFLMAO::ROFLMAO:
The hell even is this. Lagta hai guru capframex ka asar hogia hai :ROFLMAO::ROFLMAO:
 

CerebralTiger

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Not a single Sony first party game has been able to outsell Cyberpunk 2077 :LOL:
Sales figures are pointless unless you know the avg. price per unit or the total sales revenue. Case in point:

TLoU2: Copies Sold = 10.3 million, Net Sales = 447 million
TLoU1: Copies Sold = 18.6 million, Net Sales = 402 million
Bring the data for Cyberpunk 2077, a game that was readily sold for $10 at retail soon after launch :ROFLMAO:
 

Necrokiller

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Sales figures are pointless unless you know the avg. price per unit or the total sales revenue. Case in point:
Imagine thinking Sony is willingly "bringing the data" :ROFLMAO:

Bring the data for Cyberpunk 2077
Do the honors math student. This isn't even including 2023.



Coming up with new metrics in a desperate attempt to save face won't change the validity of my statement either way. Total sales are reflecting unique individuals buying the game. Get rekt every Sony first party game evar 🤜 :ROFLMAO:

a game that was readily sold for $10 at retail soon after launch :ROFLMAO:
LMAOOOOOOOOOO at "soon".

1. It took 8 months, and that too at select retailers.
2. The game sold 13 million copies at full price within a couple of weeks.
3. The leading sales are on PC, not consoles.

Get your facts straight Mr. Journalist. Yikes!
 
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CerebralTiger

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This isn't even including 2023.
Neither is Sony's data, math teacher. In fact, it barely covers 2022, as the cutoff is Feb, 2022. Ab batao :ROFLMAO:

Coming up with new metrics in a desperate attempt to save face won't change the validity of my statement either way.
Lmao @ new metric. I have always highlighted the importance of dollar sales. Receipts chahyien? :ROFLMAO:

Total sales are reflecting unique individuals buying the game. Get rekt every Sony first party game evar 🤜 :ROFLMAO:
Let's do the math, shall we :LOL: 🤜
  • Cyberpunk 2077 net revenue by Dec, 2022 (based on the provided chart) ~= 2,300,000,000 Polish Zloty = 575 million USD
  • Uncharted 4 net revenue by Feb, 2022 = 585 million USD
  • God of War net revenue (excluding PC version) by Feb, 2022 = 597 million USD
  • Marvel's Spider-Man net revenue by Feb, 2022 = 827 million USD
Get your facts straight Mr. Journalist. Yikes!
I will right after you explain this, math teacher :ROFLMAO:
 
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Necrokiller

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I will right after you explain this, math teacher :ROFLMAO:
None of those figures show that any Sony game outsold Cyberpunk 2077 as it has the most unique buyers of any Sony game ever. Astonishing achievent for a brand new IP 🤷‍♂️😂

PS: Moment of silence for The Last Guardian. Not even in consideration 😂
 
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CerebralTiger

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None of those figures show that any Sony game outsold Cyberpunk 2077 as it has the most unique buyers of any Sony game ever.
What is any company's bottom line? Money or "unique buyers"?

Cold hard fact: Cyberpunk 2077 made less money than Uncharted 4, and God of War, and far less money than Spider-Man. It was bought at an average selling price of around $25 per copy (which is exactly what I paid for it :ROFLMAO:).

How? 575,000,000 revenue / ~22,000,000 copies sold by the end of 2022 = $26

So much for the leading sales platform :ROFLMAO:
 
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CerebralTiger

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Already crossed the 50 million mark, nice! 👍

Rockstar Games knows these 50 million ppl are the ones that will invest in GTA VI the most, and it ain't even close. Xbox version is merely being developed as a by-product lol.

Meanwhile, Steam users buy 4 games a year on average, and not even in the year of their release. Mega cheapsters :ROFLMAO:

 
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Necrokiller

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What is any company's bottom line? Money or "unique buyers"?
To have as many people buy your game as possible.

Cold hard fact: More people bought Cyberpunk 2077 than they bought any Sony game ever.

Revenue is meaningless beyond determining the profitability of a game to recoup development costs. Cyberpunk 2077 was profitable before it even launched and had one of the biggest launches for a AAA game ever. Bottom line was reached looooooong ago 🤜:ROFLMAO:

Console revenue is inflated by limiting consumer choice on how they purchase the game and doesn't even offer pro-consumer choices like regional pricing or free upgrade paths in most cases. Celebrating inferior value proposition is certainly a choice but the number of units sold is reflecting that its not the most popular one 🤷‍♂️🤣

Cold hard fact: The lower number of copies of ALL Sony games compared to Cyberpunk 2077 is indicating the consumer sentiment that Sony games are over priced 🤷‍♂️😂

Ultimately the unique number of copies sold is the real indicator of consumer interest on a mass scale. The internal confidential spreadsheet itself is sorted based on units sold math student, not revenue. Go figure. 🤜:ROFLMAO:
 
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CerebralTiger

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To have as many people buy your game as possible.
Nope, it's to make as much money as possible. Money is made via revenue, not how many people bought a single-player game. You're correct that profit is the primiary indicator for money, but we don't have the budgets for most of these games to be able to calculate anyything on that front. The next best indicator is revenue, not number of users.

These are single player titles, not live service games, where user engagement plays an important role in post-purchase revenue.

Cold hard fact: More people bought Cyberpunk 2077 than they bought any Sony game ever.
Cold hard fact: they bought the game at $25 a copy, diminishing its worth.

Cyberpunk 2077 was profitable before it even launched and had one of the biggest launches for a AAA game ever. Bottom line was reached looooooong ago 🤜:ROFLMAO:
Cyberpunk 2077's declared pre-releaae profitability was based on pre-orders, many of which, including on PC, were refunded. And that's not even counting the years of dev cost put towards band-aiding it, which has been happening until the recent update 2.1 :LOL: 🤜

Console revenue is inflated by limiting consumer choice on how they purchase the game and doesn't even offer pro-consumer choices like regional pricing or free upgrade paths in most cases.
If console revenue is inflated by limited consumer choice, that limitation translates into more money i.e. a company's bottom line. Also, no upgrade paths were factored into the sales data for Spider-Man, God of War, and Uncharted 4, so where is this coming from?

Cold hard fact: The lower number of copies of ALL Sony games compared to Cyberpunk 2077 is indicating the consumer sentiment that Sony games are over priced 🤷‍♂️😂
So you're saying that, in your opinion, consumers found Cyberpunk 2077 at an avg price of $26 to be overpriced compared to Mario Kart 8 Deluxe, which was never sold below $30? Same for many other Nintendo first party titles :ROFLMAO:
 
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CerebralTiger

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Please explain how you arrived at that "Steam users buy 4 games a year on average" conclusion student? 🤷‍♂️😂
1. The average Steam user plays 4 games a year, most of which aren't released in the same year
2. The PC revenue split of one of the biggest live service games, Fornite, is minuscule
3. Rockstar Games' lack of interest in launching GTA VI on PC indicates that the PC revenue of one of the biggest live service games, GTA Online, is also minuscule and more of an afterthought
4. Necrokiller, who is a PC-only gamer who plays on an RTX 3070 on Steam (well above the average Steam user) only bought 11.5 games per year on the platform

Hence concluded :ROFLMAO:
 
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