For noget tid siden efterhånden løftede Sony dele af sløret for PlayStation 5 via en teknisk gennemgang, der blandt andet gik i dybden med Sonys særlige CPU-design, der benytter sig af såkaldte "variable clock rates" baseret på AMD's SmartShift-teknologi.
Under præsentationen gav Cerny det indtryk, at for at et givent spil skal optimeres til PlayStation 5, så kræver det manuelt udviklingsarbejde at tilpasse spillet til dette CPU-design, men nu slår Cerny fast at dette ikke er tilfældet. Faktisk er det hele automatisk. I et interview med Digital Foundry fortæller Cerny, at et spil automatisk vil drage fuld nytte af PS5's CPU.
"Developers don't need to optimise in any way; if necessary, the frequency will adjust to whatever actions the CPU and GPU are performing. I think you're asking what happens if there is a piece of code intentionally written so that every transistor (or the maximum number of transistors possible) in the CPU and GPU flip on every cycle. That's a pretty abstract question, games aren't anywhere near that amount of power consumption. In fact, if such a piece of code were to run on existing consoles, the power consumption would be well out of the intended operating range and it's even possible that the console would go into thermal shutdown. PS5 would handle such an unrealistic piece of code more gracefully."
Dog fortæller Cerny også, at devkit-udgaven af PS5 faktisk understøttede fikserede clock-hastigheder i stedet for dynamiske, fordi det gør udviklingen lettere.
"Regarding locked profiles, we support those on our dev kits, it can be helpful not to have variable clocks when optimising. Released PS5 games always get boosted frequencies so that they can take advantage of the additional power."