📅 JUNE 11, 2021 | Ratchet & Clank: Rift Apart released 5 years ago today on PlayStation 5!
Celebrate #RatchetPS5's milestone anniversary by telling us what you loved about this dimensional journey in the comments!
Ghost of Yotei’s PS5 gross revenue via copies sold is closing in on Shadows’ revenue via copies across PS5, Xbox, AND Steam (@alineaanalytics estimates)
Yotei sits near $350M on PlayStation alone, while Shadows is at about $370M across PS5, Xbox, and Steam. They're both banging games in their own right.
But because PlayStation doesn’t pay a platform cut on its own storefront, the net picture is that Yotei has almost certainly generated more net revenue for PlayStation, on a single platform, than Shadows has for Ubisoft across three. MTX also factor in, but I imagine it's close either way.
So yes, for its giant tentpole releases, PlayStation’s prestige single-player strategy is still holding up. It’s pretty cut and dry for the proper blockbusters in proven franchises, not so much for the smaller bets and new IP.
The next test on the big-IP front will be September’s Wolverine, of course.
I have high hopes, as always, for Insomniac.
Voice Cloning is now live via the xAI API!
Create a custom voice in less than 2 minutes or select from our library of 80+ voices across 28 languages to personalize your voice agents, audiobooks, video game characters, and more.
https://t.co/EjxjXssQtd
Path Tracing on PS5 Pro even as a demo and at 30fps, pretty much confirms at least some games will use PT on PS6, which I said months ago but some said I was crazy for suggesting.
PC gamers won't want to admit it, but next-gen the gap between console and higher end PC may shrink in terms of real world differences, bolstered by more competent RT and AI upscaling tech in the next-gen consoles.
Keep in mind Valve already confirmed what Steam data already showed, that "the steam machine is equal or better than ~70% of what people have at home", and the Steam Machine is reportedly similar in perfomance to the BASE PS5.
In regards to PT in F1 on PS5 Pro, I say drop the base resolution further (there's examples of PSSR 2 looking great even at 864p) and give us 40fps or higher.
Also, this is a reason the future/RDNA4 RT tech and custom AI hardware in PS5 Pro was noteworthy. The "2-3x" PS5's RT performance Cerny quoted clearly wasn't just PR bluster.
Outside of this demo, it's already allowing WAY better RT than PS5 in some games (Cyberpunk, F1, AC Shadows etc), with better image quality and/or perfomance to boot.
Such demo's show there's potentially more to extract, especially for quality modes. #PS5Pro #PS6
It’s wild how many of my ex-colleagues still message me today saying how amazing TLOU Online was going to be — still the best multiplayer game they’ve ever played. Never going to let what I work on not see the light of day again. Thank you all for your support and confidence! ❤️
I had the privilege of being part of the @BAFTAGames Awards jury this year for the daunting 'Artistic Achievement' category, the quality of work was both diverse and exceptional.
From visual direction to world-building and overall craft, the standard across the nominees led to some robust discussion. More than anything, it was a joy and genuinely inspiring to spend time with all their work.
It was such an honour to be alongside such an experienced and considered group of jurors. The level of care, rigour and debate behind these decisions is something that often isn’t visible from the outside. Thank you to @SaundersTara for chairing the discussions and keeping everything on track.
Congratulations to a fantastic and very deserving winner- @HIDEO_KOJIMA_EN & @KojiPro2015_EN PRODUCTIONS for Death Stranding 2: On the Beach. 👏
I did a podcast recently with Lance who interviews expats in Japan. He was fascinated to learn that I am running a game studio and wanted to hear more.
I talk about my career, philosophy on design, and a bit about what we're doing with our studio.
https://t.co/msvKSbbyg6
AMD $AMD and Meta $META just announced a $100B and 6-gigawatt over 5-year, multi-generation partnership to deploy custom AMD Instinct GPUs and CPUs across Meta's AI infrastructure. It was great to catch up with AMD CEO @LisaSu on this. Here is what the deal includes:
•GPU: Custom GPU based on the MI450 chiplet architecture, configured specifically for Meta's Gen AI inference and workloads. This is NOT an ASIC but no one is deep-diving on the GPU customizations. There are rack-level changes, too, details not known yet.
•CPU: 6th Gen EPYC "Venice" CPUs and a next-gen Zen 6-based EPYC "Verano" processor optimized for performance per watt per dollar
•Rack: Deployed within Meta-built racks based on the jointly developed AMD Helios architecture through the Open Compute Project. The rack has customizations linked to the custom GPU.
•Warrants: Performance-based warrant for up to 160M $AMD shares at $0.01/share, vesting tied to shipment milestones and stock price thresholds escalating to $600
•First Shipments: First gigawatt of committed shipments from AMD to Meta begins 2H 2026 and ramps through 2027.
•Binding purchase commitment: For the initial 1GW, with the remaining 5GW contingent on milestones
Combined with the similar OpenAI deal from October 2025, AMD now has 12 gigawatts of committed GPU deployments from two of the most compute-intensive organizations on the planet. If you still question AMD's capabilities, you're fooling yourself. Yes, of course, AMD has to deliver. And yes, you heard that right, shipping 2H/2026.
I don't see the equity deal as a solid negative- equity only passes if purchase commitments are made and AMD stock significantly appreciates with the top end at $600 per share, triple the current price giving the company nearly a $1T valuation.
Is 6 gigawatts a lot of computing power? Active Fortnite players together own around 30 gigawatts of computing power, as consoles and high end PCs range from 350W to 1KW. That's probably the largest gaming power base in existence, since any bigger games are mobile-centric.
@SDetneilaV Unfortunately, Bluepoint's time is over. It has been a great studio with an abundance of talent. Right now, I feel like I've been kicked in the gut. But onto better things.
『Ghost of Yōtei』のクリエイティブディレクター、ジェイソン・コーネルが語る制作秘話。
1本の草木まで緻密に構築することで『Ghost of Yōtei』の圧倒的な世界観は作られている。
ヴィンス・ギリガン(『プルリブス』)とジェイソン・コーネル(『Ghost of Yōtei』)が率直に語り合う対談シリーズ「Creator to Creator」の最新エピソードを今すぐチェック!
#ソニー