DF Direct Weekly #161: Starfield Performance Upgrade, PS5 Pro GPU Info, New Switch 2 Reports

Gamernyc78

MuscleMod
28 Jun 2022
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16,652

  • 0:00:00 Introduction
  • 0:01:41 News 01: Bethesda announces big Starfield update
  • 0:23:05 News 02: AMD sees massive gaming revenue decline
  • 0:40:14 News 03: New PS5 Pro GPU details!
  • 0:58:27 News 04: Switch 2 rumour roundup
  • 1:07:40 News 05: RTX Remix getting DLSS 3.5 Ray Reconstruction
  • 1:16:02 News 06: Resident Evil titles get path tracing!
  • 1:27:14 News 07: AMD Strix APUs pack great integrated GPU performance
  • 1:35:06 Supporter Q1: Could Nintendo games use DLSS 2 to reach 4K output on Switch 2?
  • 1:40:23 Supporter Q2: What features would you add to Switch 2, if you could pick anything?
  • 1:45:25 Supporter Q3: Could the potential merging of Xbox and PC development hurt Xbox?
  • 1:50:13 Supporter Q4: Could developers run a game’s logic at high rates to improve responsiveness, while keeping frame-rate untouched?
  • 1:54:19 Supporter Q5: Gaming handhelds theoretically seem as fast as a Series S. Why are they slower in practice?
  • 1:57:40 Supporter Q6: Could Valve build a viable console platform to compete with Sony?
  • 2:03:16 Supporter Q7: If you had to pick between #StutterStruggle and FSR 2 artifacts, which would you pick?



It's the PS5 Pro graphics details I'm going to concentrate on today because the information casts an interesting new light on the upcoming console - and may deliver clarity on some of the question marks surrounding GPU performance and backwards compatibility with the existing PS5. Leaked specifications, derived from Sony's developer portal, suggest that the PS5 Pro has 30 WGP (Work Group Processors) delivering 33.5 teraflops of performance. This is up against the standard model with 18 WGP offering up an equivalent 10.23 teraflops.

On the surface level, that's an extra 227 percent of performance, except that the same Sony documents suggest only an extra 45 percent of actual game throughput. Part of the explanation comes from the RDNA 3 architecture with its dual-issue FP32 support, which doubles the amount of instructions processed, but which does not typically double game performance.

This means that the stated 33.5TF does indeed suggest a slightly lower clock-speed for the GPU in the region of 2.18GHz - which may be the case in general operation, but the new information also reveals that the PlayStation 5 Pro can boost higher than its standard counterpart, to a maximum of 2.35GHz (a theoretical maximum of 36.1TF). However, similar to the original PS5, system performance is limited by a power ceiling, so it's rather rare for the GPU to hit that maximum and only certain games will boost that high. Bearing in mind the surfeit of compute power for standard PlayStation 5 games, we must assume that the slight reduction in general clock speed (just under three percent) likely makes no difference, while the 'ultra boost' mode should instead deliver much more graphics throughput for existing titles.

The cache structure of the new GPU changes in some areas. The 4MB of L2 cache per WGP remains the same, while L1 doubles from 128KB to 256KB to accommodate the larger numbers of compute units per shader engine. L0 cache also improves from 16KB to 32KB, which Sony says is to accommodate higher ray tracing performance.
 

JAHGamer

Banned
8 May 2023
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The same idiots that told everyone 60fps was impossible because the game was so advance and complex will now pretend like they know what they’re talking about
 
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Gamernyc78

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652
The same idiots that told everyone 60fps was impossible because the game was so advance and complex will now pretend like they know what they’re talking about
True, I just listen to some stuff and just see what comes true cautiously.