60 CUs feels kind of low, no?
Not really. Remember, RDNA3 uses dual-issue shaders. So even if the new PS5 has the same GPU clock as PS5, that's 34.25 TF.
But as we should know by now, TF is not a realistic measurement of game performance. I'm more interested in what changes there are to the primitive units (it's 12 triangle cullings per cycle now, up from 8 with RDNA2, so at the same GPU clock poly perf should jump to 26.76 Gpolys/sec culling > 13.38 Gpolys/sec rasterization), ROPs, TMUs, RT acceleration, GPU caches (if any form of Infinity Cache is present, for example, which I almost feel 100% is), etc.
The RAM bandwidth seems like it'll be 576 GB/s if it sticks with a 256-bit interface. That's proportionally about similar a bandwidth jump as PS4 Pro had over PS4, which was actually a point of contention.. So either the GDDR clocks go up, or they have infinity cache with MCDs. I wouldn't expect a ton of L3$ for PS5 Pro; maybe something like 48-64 MB. But that would be enough.
About memory capacity..again if they're on a 256-bit bus, they can either only do 16 GB or up to 32 GB with GDDR6W. But if they use GDDR6W they'd have to double the chip bandwidth to hit 576 GB/s since GDDR6W is 64-bit per chip module. The tradeoff is you get more capacity per chip. However I don't think there's going to be a memory capacity increase for the Pro, so they are probably aiming for something like this:
GPU (minimum): 1 GCD, 2 SE, 2 SA, 5 WGP, 8 SIMD, 24 ALUs (3,840 shader cores) @ 2.23 GHz (
34.25 TF). 48-64 L3$ (remember, RDNA3 and assuredly RDNA4 use dual-issue shaders)
Memory (likely): 256-bit interface, 8x 2 GB 18 Gbps GDDR6 modules (576 GB/s), 16 GB capacity (depending on what's cheaper or works better for production logistics, either they'll go with faster RAM or a bit more L3$ on the GPU).
Storage (possible): 2 TB internal SSD m.2 NVME 2.1 PCIe 5.0 (supports drives up to 16 GB/s bandwidth; default SSD probably closer to base PS5's bandwidth) with some tweaks/improvements to SSD I/O. Private NAND block (for firmware updates and OS restore partitions) non-accessible by user (single-lane PCIe 4.0 interface)
That's all I can really speculate on based upon what's being shared. I do think the ROP and TMU counts will increase, though not by 2x, and the shader logic might be a bit higher (2.5 GHz vs 2.23 GHz). The frontend logic might stay at base PS5's GPU clock speed, though.
PS5 GPU has 18WGP.
PS5 GDDR6 is 14000 MT/s.
Memory is not a issue because the bus will dictate the final bandwidth so a 320bits bus can do wonders even without a big increase in MT/s.
But the WGP seems a small jump.
30 WGP at same speeds as actual PS5 will give you around 17TFLOPS.
And I have the feeling the clocks will decrease due the more WGPszzz maybe 15-16TFs.
No no, you have to remember that RDNA3 (or what PS5 Pro is probably based on, RDNA4) uses dual-issue shaders. I'm not 100% sure how they work, as they may only dual-issue in specific conditions (i.e the doubled increase in compute is not 100% always present), but that's how they function.
So theoretically PS5 Pro's TF perf should be at 34.25 TF if the shader clock is the same as base PS5's.