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🚨 First 8k - 0ms PS5 Controller🚨 Marius Board Conversion Kit for PS5 controllers coming soon to the site! This kit is designed and made by us and will only be available at Demon Workshop. 😈🎮 This kit allows the use of the high speed Marius Board in the...

305,898 просмотров • 7 месяцев назад •via X (Twitter)

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We're changing up our editorial process for the PFF big boards and mock draft sim this year to make things on both ends as genuine and realistic as possible. The way we've done that is by separating my personal big board from the one the MDS will run off. WHAT DOES THIS MEAN: The video below shows how to understand and navigate PFF's big boards page properly. When you go to the landing page, the first big board you will see will be our new "PFF's 2026 Predictive Board". This is the board the MDS will run off, and currently has 449 prospects ranked for you to draft (the top 255 have been personally ranked by me with the rest of the names gathered from All-Star Bowl watch lists with early consensus thoughts taken into player placement). The purpose of this board is to give us the freedom to let the MDS be as realistic as possible, even if we/I don't see a player as high or as low as the NFL might. This board will be updated weekly throughout the college football season, and then continuously throughout draft season. If you go to the right side of the screen you will see a setting button labeled "sources". If you click that you can go over to the "version" tab and see my personal big board to click and load. I will never have a player on my board who I have not personally watched. Right now there are 255 ranked on my board with many more coming with every passing week. I'll also do plenty of re-checks throughout the year to make it as up-to-date as possible. As stated before, this new process allows me to be as genuine as possible with my personal rankings while giving PFF subscribers enhanced realism and depth when using the MDS at any point of the year. Hope y'all enjoy the changes, and happy drafting!

Trevor Sikkema

219,608 просмотров • 10 месяцев назад

It's PS5 RDNA 1.5 all over again, and reading responses, like a certain fandom never gets tired of being let down or uninformed. There's reasons PS5 often outperforms Xbox Series X despite the latter having 44% more compute than PS5 and being "full RDNA 2", which Digital Foundry did a video on. As I said at the start of the gen, most RDNA2 features Xbox/PC fans claim PS5 is missing, it was unlikely to use as they're Microsoft DirectX RDNA tie in features, and PS5 doesn't use DX but instead its own proprietary custom API called AGC. Why would PlayStation push for Microsoft DirectX RDNA features, when they don't use DirectX? Any AGC API specific graphics features PS5 uses (that Xbox wouldn't have) are not widely publicly advertised, as PlayStation don't need to advertise them the way Microsoft does due to their PC DirectX market. Thus every customisation PS5 has (which Kepler seemingly glosses over or doesn't recognise), from its faster clockspeeds, cache scrubbers, I/O set up, CPU alleviating decompression, DMA controllers and processors, geometry engine etc, will have been specifically designed around AGC or vice versa, NOT DirectX RDNA2 features. PS6 will be no different. There may be DirectX RDNA5 features they do not need or use, but there will inevitably be other unique customisations of their own and for their OWN proprietary API instead, no doubt bolstered by Amethyst custom features from their partnership with AMD. If history is any indicator, PlayStation is right to prioritise their own API and modifications, as these tend to have greater cost to perfomance results for the hardware vs the competition. The RDNA2 DirectX image below is taken directly from AMD's website, and again, PlayStation doesn't use Microsoft's DirectX. #PS6

NIB

48,001 просмотров • 5 месяцев назад