(Grain of Salt) Moore's Law is Dead: PS6 SoC codenamed 'Orion', PS6 Portable SoC codenamed 'Canis'

...if the PS5 is below 1080p it's not the CPU that's the issue.
Alot of the time the ps5 falls below 1080p is due to it struggling with rt, even lumen which is generally pretty forgiving compared to other rt solutions is a heavy performance cost on the ps5 due to rdna2 being terrible at it and rt has a cpu cost aswell which can be shores up by zen6. Bring in an architecture designed around rt and micropolygon tech and maybe even pathtracing and it will run rt workloads much faster.
 
It's weird to think PS5 might be the one PlayStation generation I skip entirely, I never would have imagined as a kid skipping one entirely, but the only reason to get one is to play GTA6 day 1, it sounds like PS6 is not far off.
 
Alot of the time the ps5 falls below 1080p is due to it struggling with rt, even lumen which is generally pretty forgiving compared to other rt solutions is a heavy performance cost on the ps5 due to rdna2 being terrible at it and rt has a cpu cost aswell which can be shores up by zen6. Bring in an architecture designed around rt and micropolygon tech and maybe even pathtracing and it will run rt workloads much faster.

Alan Wake 2, no RT, sub 900p, uneven 60fps

FF7, 1080p 60fps, no RT

Assassin's Creed Shadows, dynamic res that can drop below 1080p 60fps, no RT
 
Alan Wake 2, no RT, sub 900p, uneven 60fps

FF7, 1080p 60fps, no RT

Assassin's Creed Shadows, dynamic res that can drop below 1080p 60fps, no RT
Alan wake 2 isn't well optimized on consoles even on the pro it struggles.

Ff7 is based on ue4 which wasn't great for openworld and is pretty outdated fully raster based honestly not exactly a technically competent game.

Assassin's Creed meanwhile in rt mode runs at a solid 30fps add a much better cpu and much more performant architecture especially in rt I think you'll be surprised.

The majority of the games that actually drop below 1080p are on ue5 or use heavy rt which throttles rdna2.

Most importantly with an updated transformer model which the handheld will be designed around the game won't need to run at 1080p. It could run at 720p and still end up having better image quality than 1080p on th3 ps5 with taa.
 
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It will probably not be 1080p native, but we can assume that the handheld will have something like an improved PSSR/FSR4, so upscaling from much lower resolution will still look pretty decent on the local small screen.
Everyone can't botch at n videos for fake frames then be ok with fake resolutions. That's literally the same argument.
 
The thing is where do they go? Most casual players (90% of their customers) would find it hard to tell Spider-Man on PS4 apart from Spider-Man 2 on PS5 outside of the jump to 60fps and that is now the base standard for PS5 games so there won't be that leap again on PS6 so you're relying on visual fidelity alone to sell your system. In leaked documents Insomniac doubled the budget along with hardware 6x the power of PS4 for Spider-Man 2 and they were contemplating "do we see this increase on screen?"

Pretty much this, the people that think this next box is going to have some magic power to drive visuals forward that would somehow kneecap the game from being ported down to a handheld running newer hardware bewilder me.

Console users are regularly choosing 60fps performance modes, taking the downgrade in visuals because they don't matter that much anymore. I think they'll take a downgrade to have their games with them, just like we've seen the Portal (an even more specific device) do well. Third-party devs are still going to target the Switch 2 as well when they make games.
 
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Doesn't seem like the PS5 is going to have that big, beautiful tail; they've got to try to push out hardware that makes the Switch 2 look like a Texas Instruments calculator. For the record, PS4 got it's tail snipped by the Switch, so it didn't have a tail, either.
PS4 tail was killed by Covid. They almost stopped producing PS4s to focus on PS5 production. They could have sold many million more PS4, particularly at this low price.
 
Alan wake 2 isn't well optimized on consoles even on the pro it struggles.

Ff7 is based on ue4 which wasn't great for openworld and is pretty outdated fully raster based honestly not exactly a technically competent game.

Assassin's Creed meanwhile in rt mode runs at a solid 30fps add a much better cpu and much more performant architecture especially in rt I think you'll be surprised.

The majority of the games that actually drop below 1080p are on ue5 or use heavy rt which throttles rdna2.

Most importantly with an updated transformer model which the handheld will be designed around the game won't need to run at 1080p. It could run at 720p and still end up having better image quality than 1080p on th3 ps5 with taa.

RT in most console UE5 games (like 98%) is software lumen, it doesn't have big CPU requirements (compared to hardware RT). All games you mentioned are GPU limited to be at 1080p or below.

Now imagine hardware with LESS THAN HALF GPU power of PS5, this is what "PS5PS6 Portable" will represent.
 
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