Thats all consoles will be going forward. Better each gen.
But I think a digital only game console generation would be a big shift for most. They will either get rid of discs for PS6, or just keep same discs as PS5.
Only big shifts in tech are unknowable, like future AMD architectures. The PS6 might have MCM chiplets for its SoC, that'd be cool. Maybe some HBM instead of GDDR.
What do you think?
Craziest I can see the PS6 being is like this
3nm MCM SoC
8+8 ARM CPUs, 32 threads total, 2 chiplets @ ~ 5 GHz
36+36 CUs, 72 total active, 2 chiplets @ ~ 3.5 GHz
64 GB HBM @ ~ 2 TB/s bandwidth
2 TB PCIe Gen6x4 SSD @ ~ 25 GB/s raw read
+ dedicated I/O chiplet, and as much SRAM as possible
All of that 3D stacked onto 1 big interposer. But I can't see that being just $500.
Trust me, 64 GB of HBM (assuming HBMNext or whatever HBM3 ends up being) will never fit in a $500 console over the next 5-7 years xD. It also doesn't address the main focus of most semiconductor producers: resolving issues of data locality. This probably means 10th-gen systems will favor more on-chip memory over more RAM, but they will definitely want faster RAM to keep those caches fed.
I hope 10th-gen focuses a lot more on VR and AR gaming as a standard; VR tech has gotten better but it's still kind of a fringe thing and also still somewhat socially isolating. I think VR & AR is the future big shift for the industry, and making it both mainstream and more social. It has to be about more than just prettier pixels going forward.
Here are my thoughts on next gen or mid-gen refresh:
Process: 3nm or 3nm+
CPU: Must be 12 cores (2 threads each) minimum. Each core should be dedicated to 'assist' the GPU in graphics processing, similar to CELL processor when the GPU falls behind. No more 8 core standard. Frequency should be 4-5ghz Range. Perhaps add a separate ARM based CPU for OS functions. I hate it when one of the cores of the CPU is disabled for I/O and OS functions.
I strongly doubt any mid-gen refresh ups the number of cores; shifting to a newer (but BC) Zen architecture with faster clocks would be enough of a boost, considering the CPUs in PS5 and Series systems are very, very good already. Any ARM-based block would be fore background tasks; running the OS from the ARM chip would not be possible unless you're talking of a dual-CPU design, but multi-CPU systems are only really a thing in the server and various data markets, or things like supercomputers.
Additionally, if the OS ran on ARM and the game code ran on the Zen cores, then the OS would have to abstract to two different microarchitectures, since you can't emulate x86 code on ARM (at least, not legally). The ARM CPU would have to be AMD's own design; they have their K12 project on ice but could spin back up R&D for it and I actually expect them to do so. If they can get very good performance with very little translation loss in running x86 code on top (since AMD has an x86 derivative license they don't need to pay Intel anything more for running x86 code legally than they already did when they got the license decades ago), then they will definitely move to higher-end ARM designs running x86 microcode for BC for 10th-gen consoles.
GPU: I am sure it will have better implementation of Ray Tracing, Variable Rate Shading, Geometry Engine, etc, but the Xbox Series X Pro needs to get past the 2Ghz threshold and be a minimum of 2.5Ghz. PlayStation needs to get pass 36 compute units and jack it up to 80-100 range.
A hypothetical Series X Pro, or especially a 10th-gen MS console, will be able to go well beyond 2GHz on the GPU side. However, I don't see Sony going much larger for their GPU. Node shrinks are costing more, not less, and pushing CU counts that high is going to eat heavily into BOM costs. Same can be said for Microsoft, but they have a bit more of an impetus for a larger GPU since they may want to dual-serve the console and server markets again...though I think they will be in the lower side of that CU estimate you mention. And that's mainly for a 10th-gen Xbox, not a Series X Pro.
RAM: I am thinking GDDR7 will be ready by then. I hope there will be no more bloated OS footprints hogging up RAM. Windows Core or Windows 10x along with advancements to direct x 12 should reduce the OS footprint. You dont need high bandwidth for OS functions, so might as well put it in cheap DDR4 RAM (DDR5 would be better). The current gen RAM size is almost equal to HD-DVD disks, so i am thinking the mid-rage refresh is going to be close to standard Blu-Ray disk between 20-25 GIGs of RAM, with bandwidth close to 1 terabyte/sec.
GDDR7 might have a good chance in a mid-gen refresh. I dunno much on mid-gen specs in this regard (mainly because I'm very mum on mid-gen refreshes this time around :S), but next-gen RAM capacity should hit at least 32 GB.
Storage Medium: I really don't think its feasible to use optical disk drives anymore. Even if they managed to release a 8k Super Ultra Violet Disk, the cost would be too high. The big guns need to come together to create a better standard for storage medium.
Been kicking around an idea that maybe next-gen systems could employ a USB-based storage flash cart medium. USB 4 Gen 2x2 port for 2.4 GB/s bandwidth, with 128 GB USB flash cartridges, which should be very cheap by 10th-gen to manufacture at mass volumes ($3-$4 for manufacturing, assembly, and packaging costs). That would offer raw bandwidth way beyond even an 8K Super Ultra Violet Disk, potentially be cheaper (or not cost a whole bunch more), and even if reserving such a cartridge for games with physical releases in Deluxe or Premium/Collector Editions, would give more than enough headroom for revenue and profit on those physical edition sales.
Also theoretically speaking, such a cartridge could connect with the decompression block and thus speed up throughput earlier in the pipeline (with PS5 and Series X the game has to be copied from the disk and then put onto the SSD, then the contents are decompressed from the SSD into system memory). This could also save on needing certain game data to be installed on the SSD.
SSD: ReRAM, bandwidth 20GB/sec to 60GB/sec, and if possible be close to 2 TB minimum.
Multiple USB 4.0 ports.
Wifi7, or Wifi6E minimum.
Latest version of Bluetooth and HDMI out (2.2 or 3.0) ?
I dunno about ReRAM; even if it's there, I don't think you will get anywhere near 2 TB of it, would be too expensive. Something like ReRAM or Optane would act as a buffer between RAM and SSD; theoretically if it more like DDR or even GDDR in terms of latency and they can get at least 32 GB at a fraction of the cost of RAM, just reserve that amount for the CPU and audio, and leave the 32 GB GDDR/HBM for the GPU exclusively.
Cache coherence could be enforced via something like Smart Access Memory and low-latency interconnect between CPU and GPU for cache coherency on APU designs like Infinity Fabric. The only issue would be making the decompressor able to write to both memory pools, so it'd need more DMA controllers, and more hardware built into it.
This gen we had an evolution with how sony designed the ps5. I'm thinking more in line with that.
More AI and machine learning. More sad through put. More custom chiplets with infinity style links between them.
Yep. 10th-gen systems will not push brute computing power, those days for consoles are over. Graphics and embedded system industries in total are moving towards offloading tasks to dedicated hardware acceleration for things like AI, machine learning, video encode/decode and more. I'm expecting further improvements in I/O systems, not just SSD-wise, with 10th-gen.
And I'm personally expecting Microsoft to finally shift Xbox towards a unified console/PC style device but doing so in a way mirroring Apple's vertical integration with their Mac line, probably leveraging an in-house ARM design. I don't know if they'll get into designing their own GPUs but we didn't think Intel would and yet they are, so I can't 100% put that past Microsoft. It would also give them more of a boost in the cloud and electronics fields, more tightly coupling their hardware and Azure services.