A closed system like a console will.I don't know how to further explain this to you. It's 33 teraflops dual issue, it will not use dual issue because nothing uses dual issue particularly games.
I agree with this. BC and games compiled for ps5 will be using single issue, compile for PS5 pro mode - dual issue. The dev kit will support this.A closed system like a console will.
PS4 Pro implemented a hardware solution to reach 4K, it was a commendable effort but software CBR implementations were soon more performant or flexible with advantages in temporal aspects, then the whole thing eventually got left behind for superior techniques. Yes, on the ps5 and all other consoles there are software solutions used to present anti-aliased 4K output from lower res native resolutions, but far too often the end results are not quite there - particularly when working from too low a base resolution. The results are sometimes just messy. The more the gen goes on and we move away from effectively super-charged last gen games, the more these kind of problems become apparent.As we all know advanced features and rendering are now being utilized to reach 4K that was simply not possible with the PlayStation 4 Pro.
Nah, nowhere near. You, with your 4090 and DLSS 3.x, might be where you need to be, but console gamers are certainly not. PS5 Pro addresses this issue thanks to PSSR - another bespoke hardware-assisted solution from Sony, along with some other nice upgrades.So we're already where things need to be, last generation that wasn't the case.
Well duuuh, you'd have us believe you take time away from games on your 4090, working in blender and inside that sweet, sweet 5k HMD to share your wisdom here, so naturally you don't see why it's necessary or serves a purpose because you have nothing upon which to base anything worthwhile or relevant. If you played current gen games on console you'd know that current software solutions for upscaling and anti-aliasing are increasingly not good enough, if you had a Series S like myself you'd wish eye-bleach was a thing because that's just how offensive some of this shit looks. Going into the 2nd half of the gen Sony has this console to address that kind of crap and a few other things, and is using it as a platform upon which to work towards PS6 and beyond where AI/ML will play an increasingly more important role in offering better performance.That's why I'm kind of puzzled as to why they're really making it in the first place, I don't see a function to where it's actually necessary or serving a new purpose.
It got a 33% upclock. There's lots of reasons that make sense why it's just 10% this time out in the DF video: power, heat/cooling, die space, existing architecture, etc. Alex talks about it at the end in very PC terms but misses the point entirely - the point of a Pro console is to maximise presenting the exact same games the best way possible rather than being an entire system upgrade - that's what generations are for, not mid-gen refreshes. The same reason xbox didn't need a hugely more powerful CPU in the Series X over the Series S's CPU - just a few 100mhz - when the GPU was 3 times as powerful... they're both running the same games just working to present them differently. DF's whole approach to this aspect here was far less forgiving than their assessment of S & X around launch...IIRC the cpu didn't change on the PS4Pro, right?
Is that an ease of development thing?
A closed system like a console will.
Oh you guys make me laugh, you really do.I agree with this. BC and games compiled for ps5 will be using single issue, compile for PS5 pro mode - dual issue. The dev kit will support this.
Trinity is the name of the project on the Sony side. Viola is possibly the name of the APU on the AMD side.That's not even the right PS5 Pro codename.
Did the ps4 pro not use the checkerboard and stencil buffer to provide 4k?Oh you guys make me laugh, you really do.
Here comes the secret sauce, it happens every gen with every single console and it never amounts to anything LOL. There's a reason why it's already explained that it's a 45% performance uplift...
But it's not 3x. Dual issue has to be specifically accounted for and it won't. Using proper math, it's a 62% ISH percentage increase in "raw power", which matters fuck all because bandwidth has not increased 62%. I'm much more interested in knowing how big each cache is, type of caches, and their upscaling technique.I from the beginning said 3 X the PS5 GPU comparing just the GPU's.
Never said we would get this in gaming nor do I think so because of bottlenecks in other parts of the specs.
I'm calculating based on actual math and the rumoured/leaked specs. Why would it be disappointed though? I was one of the few that always said terrorflops matter fuck all (with exceptions, of course). I'm just correcting misinformation caused by supposed technical experts that couldn't be arsed to be honest.It's the other way around for me, can we stop quoting this 16tf bs until Sony or AMD does? Nobody is going to call the Pro a 16tf machine because it doesn't say that in the specs, so continue to be disappointed for like ever
That has absolutely nothing to do with what we're talking about. You guys are trailing off into a land of fantasy and it's going to bite you in the rear.Did the ps4 pro not use the checkerboard and stencil buffer to provide 4k?
This has to be a troll post.33 Teraflops, PSSR, improved RT, ML hardware, RDNA3.5.
Deal with it, Cerny won.
Real world performance when you accout for all the secret sauce will probably be around 66 Teraflops.
45% performance uplift... that sees an 1800P/30 game upscaled to 4K on base ps5 running at the same IQ on ps5 Pro at 60FPS - double the performance.Oh you guys make me laugh, you really do.
Here comes the secret sauce, it happens every gen with every single console and it never amounts to anything LOL. There's a reason why it's already explained that it's a 45% performance uplift...
Just let it go, its not worth getting annoyed over.I'm calculating based on actual math and the rumoured/leaked specs. Why would it be disappointed though? I was one of the few that always said terrorflops matter fuck all (with exceptions, of course). I'm just correcting misinformation caused by supposed technical experts that couldn't be arsed to be honest.
Ok, 80 Teraflops then, I was being conservative.This has to be a troll post.
Why not 200? Since we're throwing random numbers we can also say this is the first quantum console.Ok, 80 Teraflops then, I was being conservative.
It would be possible for the dual issue commands to be used if it was in the ps5 base spec but I highly doubt anyone will bother with a userbase of (optimistically) like 15m units by end of console cycleI don't know how to further explain this to you. It's 33 teraflops dual issue, it will not use dual issue because nothing uses dual issue particularly games.
You will get what is essentially half of the stated teraflop figure.
I could also cook a ribeye on the SoC as that has the same likelihood of taking place as this.It would be possible for the dual issue commands to be used if it was in the ps5 base spec but I highly doubt anyone will bother with a userbase of (optimistically) like 15m units by end of console cycle
I like this guy.I could also cook a ribeye on the SoC as that has the same likelihood of taking place as this.