Monday, April 15th 2024
Sony PlayStation 5 Pro Specifications Confirmed, Console Arrives Before Holidays
Thanks for the detailed information obtained by The Verge, today we confirm previously leaked details as Sony gears up to unveil the highly anticipated PlayStation 5 Pro, codenamed "Trinity." According to insider reports, Sony is urging developers to optimize their games for the PS5 Pro, with a primary focus on enhancing ray tracing capabilities. The console is expected to feature an RDNA 3 GPU with 30 WGP running BVH8, capable of 33.5 TeraFLOPS of FP32 single-precision computing power, and a slightly quicker CPU running at 3.85 GHz, enabling it to render games with ray tracing enabled or achieve higher resolutions and frame rates in select titles. Sony anticipates GPU rendering on the PS5 Pro to be approximately 45 percent faster than the standard PlayStation 5. The PS5 Pro GPU will be larger and utilize faster system memory to bolster ray tracing performance, boasting up to three times the speed of the regular PS5.
Additionally, the console will employ a more powerful ray tracing architecture, backed by PlayStation Spectral Super Resolution (PSSR), allowing developers to leverage graphics features like ray tracing more extensively. To support this endeavor, Sony is providing developers with test kits, and all games submitted for certification from August onward must be compatible with the PS5 Pro. Insider Gaming, the first to report the full PS5 Pro specs, suggests a potential release during the 2024 holiday period. The PS5 Pro will also feature modifications for developers regarding system memory, with Sony increasing the memory bandwidth from 448 GB/s to 576 GB/s, enhancing efficiency for an even more immersive gaming experience. To do AI processing, there is an custom AI accelerator capable of 300 8-bit INT8 TOPS and 67 16-bit FP16 TeraFLOPS, in addition to ACV audio codec running up to 35% faster.
Source:
The Verge
Additionally, the console will employ a more powerful ray tracing architecture, backed by PlayStation Spectral Super Resolution (PSSR), allowing developers to leverage graphics features like ray tracing more extensively. To support this endeavor, Sony is providing developers with test kits, and all games submitted for certification from August onward must be compatible with the PS5 Pro. Insider Gaming, the first to report the full PS5 Pro specs, suggests a potential release during the 2024 holiday period. The PS5 Pro will also feature modifications for developers regarding system memory, with Sony increasing the memory bandwidth from 448 GB/s to 576 GB/s, enhancing efficiency for an even more immersive gaming experience. To do AI processing, there is an custom AI accelerator capable of 300 8-bit INT8 TOPS and 67 16-bit FP16 TeraFLOPS, in addition to ACV audio codec running up to 35% faster.
119 Comments on Sony PlayStation 5 Pro Specifications Confirmed, Console Arrives Before Holidays
I get them honestly, it has gotten too expensive in the last few years. In my country, even a 3070 is like 650 euro, today... even if 4070 is a thing, and similarly priced. GPUs are allergic to discounts, i guess. I will never go to consoles cus i don't enjoy using the controller. Most people don't seem to have that problem.
But greed will win out in the end.
There's also the option of modding games on PC, something not realistically feasible on console. There's also the topic about emulators but I won't go into detail about that.
Game console AI/ML cores will only do game-related workloads. There are plenty of non-gaming AI/ML workloads these days to make a high-quality GPU in a PC a consideration.
Here in April 2024 I find myself in more usage cases that benefit from ML/AI cores on graphics cards. At first it was just simple things like video replacement during conference calls using Nvidia Broadcast. But these days I'm using more applications harness high performance GPUs like image and video upscaling (particularly the latter).
My guess is that a year from now I'll be doing one or two more things that I'm not doing today that will require a powerful GPU (GPU cores or ML/AI cores). What that will be I'm not sure but these advancements are moving very fast now.
It's conceivable that in a couple of years I'll be using AI to write applications (for my own personal use) even though I'm not a programmer. One of my nephews is already doing this even though he has no programming education and was previously doing video editing.
There's also the fact that PCs support a larger range of display resolutions and aspect ratios than console hardware which matters in cases like a racing sim on an ultrawide display. Here's one
www.techpowerup.com/forums/threads/acers-57-inch-predator-z57-lands-in-retail.321564/
that was recently announced that's a rather extreme example.
And of course there's the software (game titles). Not everything is available on PlayStation. Counter-Strike 2? Valorant? How many are playing those games on PlayStation right now?
And at some point, cloud gaming might be good enough to ditch dedicated gaming hardware completely for 90% of games. Sure, competitive e-sports players and certain FPS/fast action games might benefit from local hardware but a lot of this stuff can be handled by cloud servers and a fast Internet connection. A game like Microsoft Flight Simulator (with its petabytes of data) would be perfect for cloud gaming. Time needed to download and install a 40GB game update? Zero seconds.
Next topic about how there won't be any performance gain from PS5 to PS5 Pro is comical. Increasing GPU power will give better frame rates in some titles just like it when we upgrade GPUs in computers. It will offer the best performance for this generation of consoles, period. Do you need to upgrade if you already have a console, no, not unless you want the very best this generation has to offer. I will be buy one and giving my PS5 to my daughter. Looking forward to the PS6 in two or three years as well.
The eternal open world theme park, where you can easily hide repetitiveness under immersion. People want these worlds to walk around in. That's the draw. The realization that these worlds need to be filled proper comes later. Even linear games want to sell the idea there is 'open' world in them. Lots of examples.
So the specs are pretty much confirmed to be real. There's probably no dedicated AI hardware in the PS5 Pro.
300 TOPs sound like a perfect match to a 2.5GHz 60 CU RDNA3 GPU through WMMA when using UINT4 (which BTW might be a good indicator to the GPU's max boost clocks).
Perhaps there is some level of customization in there, like additional instructions Sony asked AMD to perform better at PSSR, but the hardware is still probably just RDNA3.
It doesn't make much sense to put a dedicated high performance AI coprocessor in there to work in parallel with the GPU and CPU, anyways. Memory bandwidth isn't scaling up enough to keep up with the larger GPU, so getting another high performance client to the memory controller wouldn't make a whole lot of sense.
As for what it's being used for, they mention Playstation Spectral Super Resolution, which apparently is a machine learning-driven upscaler that performs better than FSR2, TSR and Sony's own shader-based temporal upscalers. It's probably close to a 7700XT in pure rasterization performance, so around 45% faster than the current PS5.
However Sony seems to be confident that PSSR gets very good results at 50% resolution (per axis), meaning that for a 4K presentation games will be rendered internally at 1080p, whereas with the PS5's current temporal solutions they seem to run mostly at 1440p.
We know that in more demanding GPU-limited games, going from 1440p to 1080p on the 7700XT nets a ~40% performance boost.
So with +45% from faster hardware and +40% from lower base resolution we get 1.45*1.4 = 2.03x better performance.
And this isn't counting with the new RDNA4 RT units doing BVH8, so with raytracing loads we're probably seeing a much larger performance leap.
With that said, it shouldn't be hard for devs to get 60FPS on the same Quality and RT modes where the PS5 gets 30 FPS. And with 60FPS those quality modes can now use frame generation down the road, if there's enough GPU headroom. All info points to the new SoC being built on N6.
Looking at xray pictures, a 2x larger GPU from the current 260mm^2 N6 Oberon would result in a ~340mm^2 chip. Which is still less than Series X.
Buy Radeon RX 7600 and make the settings work for you, end result is same as on the console, or better.
Radeon Boost, FSR, etc... settings dialed down according to the hardware capabilities.
And the games, like already said, are cheaper on the PC than on the console. There are regular discounts, many games are actually free to get.
They're as bad as intel & Ngreediya, with their minuscule, nearly insignificant annual/semi-annual imporkments...geez, enough already !
FYI: I prefer Chips ahoy...
Edit : The only way I'm buying the PS5 Pro is if the price is $499 and it is -2 decibel lower than PS5 ( I don't own a PS5, if I had there would be no reason imo)
There's many examples, even youtube channels dedicated to it, of modern games running on the cheapest hw available, it's very much possible but of course we as a species always want moar! no matter what, gaming is just another side to that. Consoles by having fixed hardware and a long hw cycles take that out of the equation.
I was pretty settled on not upgrading to the PS5 Pro, I barely play on the original so why would I bother, but with these specs in advance even if they're not really that much better makes me wonder, need to check how much I can get for mine right now, probably won't loose a lot of money if I sell it fast and the PS4 Pro at least launched at the same price as the original (with the regular one getting a discount).
Delta compression certainly helped, but not enough to make the 2x faster GPU scale linearly with 24% in bandwidth.
There are even some statements from devs saying the dev guides themselves claimed the PS4 Pro could never use its whopping 64 ROPs because it lacked the bandwidth to ever make use of them.
The "butterfly GPU" in the PS4 Pro wasn't really an optimal solution, and I guess this is one of the reasons why they're trying to do smarter with the PS5 Pro.
Yeah, consoles became the same level more advanced. But first: console games are usually more expensive; second: you don't get graphical cutting edge if you're a console gamer; third: you can't upgrade your console; fourth: consoles aren't as good of a PC as a... *chuckles* PC. Hence the much lower price. You pay little for the device, a lot for the service. With the PC as a concept, it's quite the opposite.
I can't elaborately measure the PS5 Pro because of this confusing "+ RDNA 4" in the mix, like, we know nothing about this architecture and this "up to 3 times the performance" needs its mist to be thoroughly blown out. Is it just marketing or is it real? Will we get PS5 exclusives worth investing into? I personally don't know. The noise word, "AI," however, makes it feel dirty. Eh.