PS5 Pro specs discussion - RGT Youtube

anonpuffs

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Sure, but there are many games that don’t change the time of day, and often their baked solutions look superior due to the curation offered by artists. Eg The Last Of Us, or AC Unity.

However baked solutions aren’t just about changing lighting, RT comes into its own with environmental changes like destruction where things do need to change. But arguably no one is doing great physics simulation to have it all come together yet.
raytracing is good for having multiple dynamic light sources.
 

Kokoloko

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Xbox doesn't have backwards compatibility, each game has a native Xbox one or series binary that uses the old games assets.
Whats the the difference?
Cant it play 360 games and some Xbox one games like KOTOR?

The most important game for me was JSRF and its not BC
 

Alabtrosmyster

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Whats the the difference?
Cant it play 360 games and some Xbox one games like KOTOR?

The most important game for me was JSRF and its not BC
This is the point, with an actual backwards compatibility layer there would be no exceptions... Except for games that require some other hardware to run (kinekt, etc. ) If the hardware is not supported.

It would be like on PC, mostly.
 

Killer_Sakoman

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for back compat reasons they will likely stick with the 20CUs per shader engine setup

PS4 - 1 shader engine, 20 CUs, 18 active
PS4 Pro - 2 shader engines, 2x20 CUs, 18+18=36 active
PS5 - 2 shader engines, 2x20 CUs, 36 active
PS5 Pro - 2/3/4 shader engines, 2/3/4 x20 CUs, 36/54/72 active

this is how they allow unpatched games to run without issue. the PS4 Pro and PS5 disable 1 shader engine when running regular PS4 games like Bloodborne that were only coded for 1 shader engine with 18 active CUs. while patched games use the full GPU and I bet PS5 Pro will be the same, whether they go with 2, 3 or 4 shader engines.

I'd guess it'll end up being 54 CUs
Sound like a $800 machine. I don't expect it to be cheaper.
 
24 Jun 2022
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I'm way, WAY more interested in a PS6 tech-wise than PS5 Pro, that much is for sure. However I think a PS5 Pro would at least aim for the following:

-$599 (I think this will become the new default price for top-end SKUs next gen, might as well test it out with a Pro refresh first)

-16 GB RAM (no reason to update the amount)

-4x 20 Gbps 4 GB GDDR6W modules (640 GB/s bandwidth)​
**GDDR6W doubles the capacity per chip and doubles the I/O per chip, but is functionally 100% the same as GDDR6​
therefore designs with current GDDR6 memory controllers can just drop in GDDR6W modules and "just work".​
Using GDDR6W would also allow them to use less modules, 50% less, since each module now has double the​
capacity. Leading to a smaller form factor.​
-4 GB LPDDR5 (IIRC PS5 has some DDR4, so this would just be a replacement/upgrade of that,
mainly to offload background OS tasks from main RAM)

-GPU:

-Adjustments to cache scrubber setup (if required)​
-2600 MHz frontend clock, 2700 MHz shader clock​
- 3072 shader cores (1 GCD, 2 SE, 2 SA, 4 WGP, 8 SIMD, 24 ALU)​
*AKA 48 CUs on RDNA2 terms. I think there's other reason Cerny mentioned a 48 CU GPU example at Road to PS5; it's a GPU size Sony were probably experimenting with, so they already have some idea on how core saturation can work at that size. With a better architecture (RDNA 3 or 4), a smaller node, more efficient memory etc. they may want to stick with this size in terms of CU counts.​
Also with this example given, it'd seem that Sony don't need to do the butterfly approach in order to ensure BC of, say, PS5 games on a PS5 Pro (or would not​
have needed a butterfly model per-se for PS4 & PS4 Pro BC on PS5 if they chose a 48 CU design). It's just one of the options available to them, but they may​
have other ways of disabling "CUs" and shader cores with better granularity.​
-192 TMUs (518.4 Gtexels/sec)​
-96 ROPs (259.2 Gpixels/sec)​
-3 Primitive Units (4 culling/2 rasterization each)(31.2 Gpolys/sec culling > 15.6 Gpolys/sec rasterization)​
-33.17 TF​
-5nm/4nm process​

-CPU:

-8C/16T​
-Zen 2​
-4.4 GHz clock​
 
Last edited:

Kokoloko

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I'm way, WAY more interested in a PS6 tech-wise than PS5 Pro, that much is for sure. However I think a PS5 Pro would at least aim for the following:

Of course. I still want PS5 Pro though.
Im looking forward to seeing what Cerny has up his sleeve for PS6. Faster SSD again for sure, but what else will be a surprise.
 

Hezekiah

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23 Jul 2022
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I think it's definitely coming. It won't outsell the OG PS5, but there's a clear market for it.

Surprised by the suggested change in architecture, but good can be more flexible in terms of the number of compute units etc.
 
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Sircaw

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Also, as we learned from Apple and many others, there is a demographic that will buy the latest and greatest nomatter what.
I am already queuing outside my local Tescos as we speak, tent, portable loo, the works.

To think that a year or two would stop me is absurd.
 

Killer_Sakoman

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21 Jun 2022
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I'm way, WAY more interested in a PS6 tech-wise than PS5 Pro, that much is for sure. However I think a PS5 Pro would at least aim for the following:

-$599 (I think this will become the new default price for top-end SKUs next gen, might as well test it out with a Pro refresh first)

-16 GB RAM (no reason to update the amount)

-4x 20 Gbps 4 GB GDDR6W modules (640 GB/s bandwidth)​
**GDDR6W doubles the capacity per chip and doubles the I/O per chip, but is functionally 100% the same as GDDR6​
therefore designs with current GDDR6 memory controllers can just drop in GDDR6W modules and "just work".​
Using GDDR6W would also allow them to use less modules, 50% less, since each module now has double the​
capacity. Leading to a smaller form factor.​
-4 GB LPDDR5 (IIRC PS5 has some DDR4, so this would just be a replacement/upgrade of that,
mainly to offload background OS tasks from main RAM)

-GPU:

-Adjustments to cache scrubber setup (if required)​
-2600 MHz frontend clock, 2700 MHz shader clock​
- 3072 shader cores (1 GCD, 2 SE, 2 SA, 4 WGP, 8 SIMD, 24 ALU)​
*AKA 48 CUs on RDNA2 terms. I think there's other reason Cerny mentioned a 48 CU GPU example at Road to PS5; it's a GPU size Sony were probably experimenting with, so they already have some idea on how core saturation can work at that size. With a better architecture (RDNA 3 or 4), a smaller node, more efficient memory etc. they may want to stick with this size in terms of CU counts.​
Also with this example given, it'd seem that Sony don't need to do the butterfly approach in order to ensure BC of, say, PS5 games on a PS5 Pro (or would not​
have needed a butterfly model per-se for PS4 & PS4 Pro BC on PS5 if they chose a 48 CU design). It's just one of the options available to them, but they may​
have other ways of disabling "CUs" and shader cores with better granularity.​
-192 TMUs (518.4 Gtexels/sec)​
-96 ROPs (259.2 Gpixels/sec)​
-3 Primitive Units (4 culling/2 rasterization each)(31.2 Gpolys/sec culling > 15.6 Gpolys/sec rasterization)​
-33.17 TF​
-5nm/4nm process​

-CPU:

-8C/16T​
-Zen 2​
-4.4 GHz clock​
Looks reasonable, but why would they stay on Zen 2?
 

Darth Vader

I find your lack of faith disturbing
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20 Jun 2022
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I'm way, WAY more interested in a PS6 tech-wise than PS5 Pro, that much is for sure. However I think a PS5 Pro would at least aim for the following:

-$599 (I think this will become the new default price for top-end SKUs next gen, might as well test it out with a Pro refresh first)

-16 GB RAM (no reason to update the amount)

-4x 20 Gbps 4 GB GDDR6W modules (640 GB/s bandwidth)​
**GDDR6W doubles the capacity per chip and doubles the I/O per chip, but is functionally 100% the same as GDDR6​
therefore designs with current GDDR6 memory controllers can just drop in GDDR6W modules and "just work".​
Using GDDR6W would also allow them to use less modules, 50% less, since each module now has double the​
capacity. Leading to a smaller form factor.​
-4 GB LPDDR5 (IIRC PS5 has some DDR4, so this would just be a replacement/upgrade of that,
mainly to offload background OS tasks from main RAM)

-GPU:

-Adjustments to cache scrubber setup (if required)​
-2600 MHz frontend clock, 2700 MHz shader clock​
- 3072 shader cores (1 GCD, 2 SE, 2 SA, 4 WGP, 8 SIMD, 24 ALU)​
*AKA 48 CUs on RDNA2 terms. I think there's other reason Cerny mentioned a 48 CU GPU example at Road to PS5; it's a GPU size Sony were probably experimenting with, so they already have some idea on how core saturation can work at that size. With a better architecture (RDNA 3 or 4), a smaller node, more efficient memory etc. they may want to stick with this size in terms of CU counts.​
Also with this example given, it'd seem that Sony don't need to do the butterfly approach in order to ensure BC of, say, PS5 games on a PS5 Pro (or would not​
have needed a butterfly model per-se for PS4 & PS4 Pro BC on PS5 if they chose a 48 CU design). It's just one of the options available to them, but they may​
have other ways of disabling "CUs" and shader cores with better granularity.​
-192 TMUs (518.4 Gtexels/sec)​
-96 ROPs (259.2 Gpixels/sec)​
-3 Primitive Units (4 culling/2 rasterization each)(31.2 Gpolys/sec culling > 15.6 Gpolys/sec rasterization)​
-33.17 TF​
-5nm/4nm process​

-CPU:

-8C/16T​
-Zen 2​
-4.4 GHz clock​

No way they would clock the CPU at 4.4 under Zen 2. Zen 3? Maybe.
 

Muddasar

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22 Jun 2022
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Highly doubt it.

PS4 Pro was a necessity because of PSVR.

The PS5 is more than competent for the PSVR2.

Would much rather see Sony release a Steamdeck or Asus Rog Ally competitor which is backwards compatible natively with PS4 games and run PS5 games at 900/1080p.
 

kyliethicc

Knack Ambassador
21 Jun 2022
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i'd guess something like this, at best

PS5 Pro
November 2024
$499.99

custom SoC, TSMC N5, ~300-350 mm^2
custom AMD Zen2 based CPU
8 cores / 16 threads @ ~4.0 GHz max
custom AMD RDNA2 based GPU
54 compte units @ ~2.5 GHz max
16 GB GDDR6 @ @ 576 GB/s
1 GB LPDDR4
1.65 TB custom SSD, PCIe Gen4x4 @ 5.5 GB/s
M.2 SSD expansion, PCIe Gen4x4
C14 AC inlet, 400 W PSU (~250 W TDP)
HDMI 2.1 Out @ 48 Gb/s
2x USB-C @ 10 Gb/s
2x USB-A @ 10 Gb/s
USB-A 2.0
Ethernet, WiFi 6, Bluetooth 5.1

~ 400 x 270 x 110 mm, ~ 4.5 kg

detachable UHDBDD accessory ($99.99)
 
24 Jun 2022
3,980
6,950
Looks reasonable, but why would they stay on Zen 2?

My thinking is that the CPU would be too much of a switch-up if it moved from Zen 2 to something else, and it's a reason I figured the PS4 Pro and One X stayed with the same CPUs as their base consoles.

But maybe it's less about architecture changes this time (AFAIK, post-Zen 2 CPUs are pretty much 100% compatible with Zen 2 microcode) and more about increasing core count, maybe cache sizes etc. which would be the disruptive element.

No way they would clock the CPU at 4.4 under Zen 2. Zen 3? Maybe.

Yeah, you might be right. If going up to Zen 3 or 4 would not cause any issues, and you get 100% Zen 2 microcode compatibility anyway, then I guess it makes more sense to upgrade the CPU in that sense.

They would still stay with an 8C/16T setup obviously, but bumping up to Zen 3 or 4 should maybe be doable. And of course, the higher clocks are to help make sure the upgraded GPU is fed and not bottlenecked by the CPU.
 

Nhomnhom

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25 Mar 2023
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Highly doubt it.

PS4 Pro was a necessity because of PSVR.

The PS5 is more than competent for the PSVR2.

Would much rather see Sony release a Steamdeck or Asus Rog Ally competitor which is backwards compatible natively with PS4 games and run PS5 games at 900/1080p.
Why wouldn't Sony release a PS5 Pro? They'll sell more PS5s and make more money, the PS4 Pro did not in any way disrupt the success of the next console.

How is it that a PS5 Pro isn't viable but some imaginary (most likely impossible) portable PS5 is that would also require patching every single game released so far. It's like you are not even trying.