The PS5 Pro is expected to bring a GPU with 60 CUs (64 full, 4 disabled for redundancy and higher yields) and 18GT/s GDDR6 at the same 256bit.
Rumors point to it being a mix between RDNA3 and RDNA4, or more specifically a RDNA3 architecture with the raytracing optimizations of RDNA4.
The closest RDNA3 GPU with those specs we have at the moment is the
RX 7800XT (60CU), though I think the PS5 Pro might have more conservative clocks (lower wattage available on consoles) and considering it shares memory bandwidth with the CPU, perhaps we should expect rasterization (non-raytracing) performance more similar to that of the
RX 7700XT (54 CU).
So in practice, will be looking at the performance difference between a
Radeon RX 6700 non-XT (closest to PS5) and a Radeon RX 7700XT.
The difference actually isn't enormous,
it's close to +40-60% in rasterization performance which is a far cry from the difference we saw between the PS4 and PS4 Pro.
There are 2 wild cards in here, though.
The first is how much of a raytracing performance bump the RDNA4 optimizations will bring. If AMD is putting more accelerated stages in the raytracing pipeline we should expect a big boost in raytracing performance, maybe close to a RTX 3080 or RTX 4070 which have easily more than twice the raytracing performance of the PS5 in RT intensive titles.
The second is the rumor of Sony implementing a hardware-based temporal and deep-learning based upscaler that targets the same results as DLSS but with little to no overhead. A bit like they did with the hardware for checkerboarding in the PS4 Pro. This would allow the PS5 Pro to run at a lower base resolution (e.g. never rendering above 1080p for a 4K presentation) for a more aggressive upscaling, which leaves more processing headroom for the rest.