Monday, March 18th 2024
Sony PlayStation 5 Pro Details Emerge: Faster CPU, More System Bandwidth, and Better Audio
Sony is preparing to launch its next-generation PlayStation 5 Pro console in the Fall of 2024, right around the holidays. We previously covered a few graphics details about the console. However, today, we get more details about the CPU and the overall system, thanks to the exclusive information from Insider Gaming. Starting off, the sources indicate that PS5 Pro system memory will get a 28% bump in bandwidth, where the standard PS5 console had 448 GB/s, and the upgraded PS5 Pro will get 576 GB/s. Apparently, the memory system is more efficient, likely coming from an upgrade in memory from the GDDR6 SDRAM of the regular PS5. The next upgrade is the CPU, which has special modes for the main processor. The CPU uArch is likely the same, with clocks pushed to 3.85 GHz, resulting in a 10% frequency increase.
However, this is only achieved in the "High CPU Frequency Mode," which steals the SoC's power from the GPU and downclocks it slightly to allocate more power to the CPU in highly CPU-intense settings. The GPU we discussed here is an RDNA 3 IP with up to 45% faster graphics rendering. The ray tracing performance can be up to four times higher than the regular PS5, while the entire GPU delivers 33.5 TeraFLOPS of FP32 single-precision computing. This comes from 30 WGP running BVH8 shaders vs the 18 WGPs running BVH4 shaders on the regular PS5. There are PSSR upscalers present, and the GPU can output 8K resolution, which will come with future software updates. Last but not least, the AI front also has a custom AI accelerator capable of 300 8-bit INT8 TOPS and 67 16-bit FP16 TeraFLOPS. Audio codecs are getting some love, as well, with ACV running up to 35% faster.
Source:
Insider Gaming
However, this is only achieved in the "High CPU Frequency Mode," which steals the SoC's power from the GPU and downclocks it slightly to allocate more power to the CPU in highly CPU-intense settings. The GPU we discussed here is an RDNA 3 IP with up to 45% faster graphics rendering. The ray tracing performance can be up to four times higher than the regular PS5, while the entire GPU delivers 33.5 TeraFLOPS of FP32 single-precision computing. This comes from 30 WGP running BVH8 shaders vs the 18 WGPs running BVH4 shaders on the regular PS5. There are PSSR upscalers present, and the GPU can output 8K resolution, which will come with future software updates. Last but not least, the AI front also has a custom AI accelerator capable of 300 8-bit INT8 TOPS and 67 16-bit FP16 TeraFLOPS. Audio codecs are getting some love, as well, with ACV running up to 35% faster.
25 Comments on Sony PlayStation 5 Pro Details Emerge: Faster CPU, More System Bandwidth, and Better Audio
What does faster audio codecs mean exactly?
- More convolution reverbs can be processed
- More FFT or IFFT can be processed
That, basically.Better late than never I guess...
However, what piques my interest is the rasterization capabilities of this new architecture, This information the PS5 Pro doesn't bring to light, because most of its GPU is still RDNA3, apparently. We can expect to acquire a few bits of concrete data only when the launch of the RDNA4 GPUs draws near.
So they're either conflating this with something else or this is a completely made up number. 4X RT would make it faster than any AMD GPU with a little more than half the shaders lol.
Currently, the number of RT cores is directly tied to the number of Compute Units (CUs), with each Workgroup Processor (WGP) housing two RT cores. However, if RDNA4 were to double the count of RT cores/CU, it would represent a remarkable advancement in efficiency and performance for RT;
I don't see the XBX handling anything above 30FPS for GTA VI and that's even with upscaling, and turning settings down.
PS; I just hope they don't reveal that all the performance is derived from a fake frame generator. XD
Tbh, I doubt most people will care because either the games simply don't have that much use of audio processing power or when they do you won't notice for reasons (5 dollar audio setup, lack of good ears or whatever)
Beyond that, my guess for RT is maybe dedicated chips and optimized RT coding via select test games? Even if RT elements were doubled, there's still a shortfall that's either made up with a custom RT solution, or heavily optimized RT coding.
At any rate, I suspect Xbox might be waiting on the PS5P to show up first before doing their own version. They have no reason to rush; they've effectively lost the console war this generation, and even if they put out a new system, it's not like it'll allow them to beat Playstation's sales. If anything, their focus on Xbox Gamepass and joint releases on Xbox and PC means shifting more towards making money off subscriptions rather than consoles.
Audio makes a huge impact in game and a faster chip will be great.
You can have all this amazing performance to play exactly zero titles that require it.
If this means that future AMD cards will have decent RT functions, then I will purchase an AMD GPU.