It's the TOOOOOOOOOLS
Turns out the tools can't save you from the Series S
It think it could be hard to reach double the amount of Tflops.Yeah, it's unbelievable that PS4 went from 1.8 tflops to 4.2 tflops in the pro.
PS5 Pro could be insane.
I think their discussion about how moore's law is actually dead (semiconductor prices aren't going down nearly as fast per transistor as they used to) is a hard limit on how fast VR adoption is. It feels like Apple's device is the first one where it can actually be counted as a really seamless experience which even the high end headsets today aren't capable of (not due to visual fidelity of the lenses and display, but rather due to the software environment), which is what's required for widespread adoption.Just saw this, well the part about VR going mainstream. I like what Apple is doing with their VR WRT dedicated silicon processing for many parts of the "VR pipeline" to streamline everything that way, but the issue with Apple is simple: their prices are just way too high for VR to ever become mainstream through them, at least for the next decade or so.
They arguably have the best VR tech when you consider the integrated experience, and tech at least comparable to Sony when it comes to gaming-specific applications (in theory), but I think Apple's VR being super-mainstream is probably a good ways off. IMO Sony are still in the best position to make it happen in some form sooner, at least mainstream enough to where PlayStation consoles are mainstream, and that could in effect help takes like Apple's gain even bigger mainstream success later on.
But for that to happen, I think Sony have to find a way to include VR by default with their next console, and I think their Remote Play & PS Link technology will be instrumental there. An entry-level VR headset wouldn't need to do much of the processing on the headset itself; just have the PS6 handle all the processing and stream it to the headset. That's the setup in a sense with PS5 & PSVR2, but for PS6 I think Sony could take some ideas from Apple and combine that with the dedicated ASIC approach they took with PS5's SSD I/O subsystem. Because if you want to accelerate heavy amounts of VR processing, that would be the best approach to do it.
An entry-level PSVR headset wouldn't need to aim for ridiculous resolution or framerate, just something that would be generally acceptable for a mainstream audience. Enthusiasts who want more performance in that regard could just get another higher-end PSVR headset. The goal should be to include something entry-level wise that can be included with every PlayStation console. I think customers would be fine with that at a $499 or even $599 price point, depending on certain other specifications.
For example, a $499 PS6 with the entry-level headset but cut-back on storage capacity, but by that point most people should have an SSD they can swap into their system. And from there a $599 model with larger storage. I think you can do this while still providing a solid performance increase in the hardware itself for non-VR games. Outside of Apple and maybe Meta, Sony/PlayStation are the only real option for VR becoming mainstream, but the VR will have to be included with all systems in some way to make that happen.
I think PS6 with VR as default can provide great gaming experience, and pretty good general usability experience, though not at the ultra-chic streamlined level Apple can offer. They could do it at a much cheaper price, though. And their gaming performance is leagues ahead of Meta's offering, I think they can continue this even with just streaming the vast bulk of the processing to a headset via Remote Play & PS Link, as long as the PS6 takes cues from Apple and has dedicated silicon for offloading & streamlining lots of parts of the VR data processing pipeline (similar to what they've done for the SSD in PS5).
An exciting future, for sure.
It think it could be hard to reach double the amount of Tflops.
30 WGPs, 3 SEs. So 10 WGPs per SE, one disabled for yield. That is 27 WGPs or 54 CUs, even with 2.7 Ghz clock that is 18 Tflops of single issues FP32.
But again Tflops is not the good indicator of performance. If anything I think improving RT performance and better CPU to double framerates on PS5 games is good enough.
It all depends on what the pro is meant to do. If you set some design goals for the Pro:I'd be happy with a better CPU and even 15 tflops but as you say tflops has been proven not to be the most important metric. More memory might be nice too.
I don't think they would want to use FSR 3 when they potentiallt got their own solution.It all depends on what the pro is meant to do. If you set some design goals for the Pro:
-enhance PSVR2 performance to 90/120fps with no reprojection:
: will need a much stronger CPU, maybe 3D-stacked cache, moderate increase in GPU will help but the eye-tracked foveated rendering is already working remarkably well in most games - will probably require a redesign of the cooling system
-enhance flat games to 60fps quality mode:
: will need a much stronger GPU
-stabilize flat games with 120fps/unlocked performance modes
: will need a stronger CPU and GPU, perhaps dedicated hardware for injecting FSR3-type frame interpolation or generation or upscaling
DLSS 3 isn't just frame interpolation, it's also image reconstruction using motion vector information.I don't think they would want to use FSR 3 when they potentiallt got their own solution.
DLSS 3 Frame Gen work by using games frames data, FSR3 doesn't have that, it is just an Async compute to match frames output.
Sony has an chip inside Bravia allow for frame interpolation and it has kinda have few unique features, for once they actually use the Blu-ray discs frames graphics output, color gradings, other stuffs and "interpolate" just like DLSS 3.
If Sony wants they could implement it that way, the problem is input delay, PS5 don't really have a native solution to input delay as far as I known.
And most of that went to rez boost. PS5 generally sharp enough, more power can be deployed for better pixels, not necessarily more.Yeah, it's unbelievable that PS4 went from 1.8 tflops to 4.2 tflops in the pro.
PS5 Pro could be insane.