[MLiD] PS6 Dockable Handheld Leak: AMD Canis Specs CRUSH XBOX Ally X!

The handheld specs are impressive, and Canis should be BC with most PS5 games without any patch. Some games could even run better in docked mode. I'd guess they will also use variable clocks with a 15W maximum power consumption.

PS4 users are going to upgrade, for sure, with the canis, not that alleged kinda weak PS6.

Also after this PS6 will probably also have low powered cores dedicated to the OS that could also save power when not needed.

With those specs a weak PS6 would be a mistake. There are no reasons anymore to have a cheap home console for the PS4 users when they can buy a cheaper and still powerful handheld that can be docked.
 
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Its going to be crazy when Nvidia enters the ring around this time next year. Probably just laptops to start with....but what will it look like in 3 to 5 years.....
 
I don't understand are you expecting some sort of secret sauce to be found on the Switch 2 that will make games run better?

The Switch 2 is using a modified 5 year old APU that got DLSS support added to it there's nothing else going on under the hood that's special so "X Company confirms X game runs at 30FPS on the Nintendo Switch 2" shouldn't be a surprise it should be expectation.
Run better? Maybe. Look better? Undoubtably. I expect a general shift towards visuals than what we have in the last decade across all platforms. Visuals are responsible for polygons count.

Graphics Features For the RTX 5090

DirectX12 Ultimate (12_2) OpenGL4.6 OpenCL3.0 Vulkan1.4 CUDA12.0 Shader Model6.8

These things for graphics, not visuals.
 
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36-40GB of RAM? On handheld as well?

Yeah...
Thats actually very believable considering its coming likely holidays 2026 or holidays 2027, ram(even vram) is relatively cheap and is essential for next gen quality gaming, those high quality assets gotta be packed in somewhere after all ;D
Or if we lack ram/vram we end up in a situation like series s owners with their tiny 10GB total ram pool( 8gigs at 224GB/s, 2 gigs at 56GB/s) and we all know how nasty cuts series s gets even beside resolution :)
micro-penis-penis-small.gif

Just for comparision thats how matrix demo was cut on series s vs stationary consoles:
 
With the PS6 handheld- how will games work? Games will have a "PS6 handheld" mode?
We're 8 years past the Switch launch, 9 since Pro launched and we just had an entire gen of 'S' cosole - is that a serious question?

Most publishers are still not okay with "Play Anywhere", and the vast majority of them would sue the fuck out of Microsoft if they tried turning Xbox game licenses into PC game licenses.
But for those that are play anywhere already (which is anything that's ever touched GP afaik) they can do fuck all - the PC license is already available to those users, MS doesn't even need to do anything.
Given that Series just barely outsold og. XBox, I could see MS just close the curtain on being 100% BC and offer anything that doesn't fit via cloud.
Also solves the mystery of 360/og emulation which was only gonna happen on PC whenever Bloodborne 4k remaster for PS5 launches.
 
It shouldn't be a problem, 50% larger memory bus, 16MB MALL cache for the GPU, and the much better memory system of RDNA5 should mostly resolve it. Compared to the Switch 2 or Steam Deck it will have over double the memory bandwidth, the extra cache, and the better memory compression.

But won't LPDDR6 be out by then? This ain't being produced anytime soon is it?

But good to know for cache. RDNA 5 memory system is to be seen. I didn't follow the information but if it's MLID hype then a pinch of salt
 
There's no porting needed, the games are already ported to Xbox environment which runs on Windows kernel.

You do translation when going from one supported architecture to another like x64 to ARM64 translation. Or when going from Windows kernel calls to Linux kernel (Proton).

You do emulation of defunct hardware on more powerful hardware. Like Xbox 360 emulation.

But when it's Windows 11 NT kernel running Windows technologies on the same architecture and even the same AMD APUs, there's no porting, translation, or emulation needed.

Windows 11 Home has the ability to run the following:

Windows SDK created and unpackaged Steam/Epic Win32 games.

GDK created and MSIXVC packaged Win32 Xbox games (Xbox PC/PC Gamepass games).

Windows SDK created and appX packaged WinRT UWP games. (Gears of War 4 and Quantum Break etc).

Xbox OS has ability to run the following:

GDKX created and MSIXVC packaged Win32 games optimized for AMD hardware. (Series games)

XDK created and XVC packaged WinRT ERA games. Plus the older gen emulators. (Xbox One games)

My point is, the Windows 11 NT kernel runs all those games, and it can easily do so in a converged OS
You're talking technical details, which are the easy part.

The actual hard part is the lawyers and legal costs involved.
 
That's the question. MILD keeps comparing it to PS5. But it's supposed to be a portable PS6. How can a hardware That's roughly PS5 power run PS6 games ??
Crossgen is going to last a long-ass time. We are still getting PS4 games and likely will continue to during the PS6 era too.

Any 3P game that can't run on the new portable won't be something the Switch 2 will have access to because it likely won't run there either. So that doesn't really harm them much. They're probably gonna run some sort of verification program for it as part of their natural cert process.
 
Crossgen is going to last a long-ass time. We are still getting PS4 games and likely will continue to during the PS6 era too.
Black Ops 7, EA Sports FC 26 and NBA 2K26 are possibly the only PS4 games coming over, the majority of new projects are current gen only.

By 2030 we'll start seeing more PS6 only games. 3 years is enough time for crossgen but we have to see if the handheld is really able to run PS6 games.
 
Of course, but what does that mean for the PS6 portable running PS6 games ? 720p games ?? Low textures?
Yes. Lower render settings and/or lower render resolutions and/or lower frame-rates. It will vary from game to game.

In CPU-limited scenarios they may reduce the number (and/or update rate) of actors as well. And many additional tricks. The point is that games nowadays are very scalable.

With that said, I'm not convinced that support for PS Portable will be mandatory.
 
LPDDR5x here will flatten out a lot of that computational power I fear. It what it did to Z2 extreme.

We need new mobile memory, like now. Holy stagnation
Z1/Z2 extreme handhelds have been using a 128 bit bus, but at least this uses a 192 bit one

If they stick to 1080p screens it's an ok bandwidth (at least 150 GB/s)
 
Sony always following Nintendo, no shit... The good thing is that probably many people will eat crow since it won't be much more powerful than Switch 2... Hardware being this powerful at most for a while is good imo, it gives devs time to polish their tools and start over.

Wut?
Any bespoke RDNA5 handheld will completely crush the Switch 2. They'll have the most recent generation of FSR4, which would be much better than the DLSS version in Switch 2, along with significantly better CPU, GPU and RT performance.
 
But won't LPDDR6 be out by then? This ain't being produced anytime soon is it?

But good to know for cache. RDNA 5 memory system is to be seen. I didn't follow the information but if it's MLID hype then a pinch of salt
LPDDR6 is supposed to enter production next year. So if the handheld releases Holiday 2027, it could most likely be available.

Pricing, Power, Speed and Latency are an unknown at this time though.
 
But if everything is running on the exact same APUs, Magnus and Medusa Point, then there's no additional work involved for the publishers.
...
Otherwise neither Sony nor MS could get Console library BC on handhelds.
They have both ran into BC license restrictions before multiple times over - eg. Vita launched without PS1 and never got cleared for all the PS1 games available that PSP ran - and that consequently wasn't the same list PS3 ran digitally, and again different from what it ran physically, and PS4 eventually dropped it alltogether.
Or in turn why XB BC is still limited to 50 games today (and MS never offered XBox titles on PC in any form other than PC native versions) - none of this has anything to do with tech, it's always been license restrictions.
 
The more tech savy folk can correct me but we go by the leaks and assume the PS6 console has a 192 bit bus memory interface, wouldn't' this restrict the total RAM size to 24 GB, anything more would be possible but very difficult?
 
It shouldn't be a problem, 50% larger memory bus, 16MB MALL cache for the GPU, and the much better memory system of RDNA5 should mostly resolve it. Compared to the Switch 2 or Steam Deck it will have over double the memory bandwidth, the extra cache, and the better memory compression.
Eh still a little disappointing but not surprised at the same time. LPDDR6 would be prohibitively expensive for a more affordable console in 2027. Curious to see if Valve sticks to LPDDR5X or goes LPDDR6 for Steam Deck 2 in a few years.
 
Thats actually very believable considering its coming likely holidays 2026 or holidays 2027, ram(even vram) is relatively cheap and is essential for next gen quality gaming, those high quality assets gotta be packed in somewhere after all ;D
Or if we lack ram/vram we end up in a situation like series s owners with their tiny 10GB total ram pool( 8gigs at 224GB/s, 2 gigs at 56GB/s) and we all know how nasty cuts series s gets even beside resolution :)
micro-penis-penis-small.gif

Just for comparision thats how matrix demo was cut on series s vs stationary consoles:


Yeah, I have hard time believing this.

Memory amount and speed is usually the thing that console manufactures want to limit to absolute minimum. We only got 2x jump from PS4 to PS5.

I expect 24-32GB MAX, GDDR7 is also not that cheap I think. Especially if they want to use 3GB chips. But who knows...
 
Yeah, I have hard time believing this.

Memory amount and speed is usually the thing that console manufactures want to limit to absolute minimum. We only got 2x jump from PS4 to PS5.

I expect 24-32GB MAX, GDDR7 is also not that cheap I think. Especially if they want to use 3GB chips. But who knows...
I expect speed to be much more important than size, given that ultrafast IO already in place - PS5 SSD fills whole memory in seconds so there just no real need to store a lot in memory, which was the case for PS4 generation. And AI worries are bullshit, there is no need to run LLM on consoles and stripped down transformer require fraction of space

So I expect cost allocation to be shifted at how make ram faster, not bigger.
 
The more tech savy folk can correct me but we go by the leaks and assume the PS6 console has a 192 bit bus memory interface, wouldn't' this restrict the total RAM size to 24 GB, anything more would be possible but very difficult?
Should be 6 and 8GB modules available around the time the PS6 releases.

192-bit bus ÷ 32bit MC = 6

So we should be looking at either;
6 × 6GB = 36GB
6 × 8GB = 48GB

Or even mix 6 and 8.
(4 × 6GB) + (2 × 8GB) = 40GB

Micron reveals the future of GDDR7 memory
One of the most interesting aspects of GDDR7 isn't its raw bandwidth, it's the memory's planned capacities. 16Gb (2GB), 24Gb (3GB), 32Gb (4GB), 48GB (6GB), and 64GB (8GB) modules are part of the GDDR7 standard. Within their roadmap, Micron has clear plans to create 24Gb and larger GDDR7 modules.
xqlh0dmdv76EXcpr.jpg
 
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Yeah, I have hard time believing this.

Memory amount and speed is usually the thing that console manufactures want to limit to absolute minimum. We only got 2x jump from PS4 to PS5.

I expect 24-32GB MAX, GDDR7 is also not that cheap I think. Especially if they want to use 3GB chips. But who knows...
What if its 12-16GB of cheap slower ddr5 and 16-20GB of faster GDDR7 simply for cost reduction?
 
Should be 6 and 8GB modules available around the time the PS6 releases.

192-bit bus ÷ 32bit MC = 6

So we should be looking at either;
6 × 6GB = 36GB
6 × 8GB = 48GB

Or even mix 6 and 8.
(4 × 6GB) + (2 × 8GB) = 40GB

Micron reveals the future of GDDR7 memory
One of the most interesting aspects of GDDR7 isn't its raw bandwidth, it's the memory's planned capacities. 16Gb (2GB), 24Gb (3GB), 32Gb (4GB), 48GB (6GB), and 64GB (8GB) modules are part of the GDDR7 standard. Within their roadmap, Micron has clear plans to create 24Gb and larger GDDR7 modules.
xqlh0dmdv76EXcpr.jpg

24Gb (3GB) is latest and greatest this year. They say 24Gb+ in 2026-2027 but first they need to make 32Gb (4GB) before going to make 6 and 8GB...

What if its 12-16GB of cheap slower ddr5 and 16-20GB of faster GDDR7 simply for cost reduction?

To be honest split memory PC style is not the worst solution, that way CPU has the best low latency memory (DDR) and GPU has the fastest memory (GDDR). But I doubt we will see that.
 
What if its 12-16GB of cheap slower ddr5 and 16-20GB of faster GDDR7 simply for cost reduction?
It's XSS hell
80% of ram is vram and there is little point to have ddr5 as vram
Every new features (advanced effects, RT, AI) are speed hungry, not size hungry, making some parts of memory slow makes it juggling assets between parts to not bottleneck rendering
2-4Gb of ddr5 for OS purposes is maximum that should be in

To be honest split memory PC style is not the worst solution, that way CPU has the best low latency memory (DDR) and GPU has the fastest memory (GDDR). But I doubt we will see that.
Excessive, expensive and put extra work on CPU (i.e. require it to be more beefy) to constantly copy stuff between memory pools
And it will not be 12+12 - it should be 12+24 as GPU will need almost "full memory" size and CPU part will be copy for most part
 
It's XSS hell
80% of ram is vram and there is little point to have ddr5 as vram
Every new features (advanced effects, RT, AI) are speed hungry, not size hungry, making some parts of memory slow makes it juggling assets between parts to not bottleneck rendering
2-4Gb of ddr5 for OS purposes is maximum that should be in


Excessive, expensive and put extra work on CPU (i.e. require it to be more beefy) to constantly copy stuff between memory pools
And it will not be 12+12 - it should be 12+24 as GPU will need almost "full memory" size and CPU part will be copy for most part
What im saying u really dont want to lack either in ram or vram nowadays, and both are relatively cheap compared to high end graphic chips, u dont wanna end up like xss where even 4gigs more vram would make such a crazy big differenre in settings of games and costwise we know 8gigs of really fast gddr7 is not even 50$(by comparing for example 8 and 16gigs versions of rx 9060xt or rtx 5060ti) , so by proxy those additional 4gigs would be 25$ at max, probably not even 20$ really.
 
Tech that will launch in 2028 is better than tech that launches in 2025?

Uhhh, no shit?
Still running with the 2028 meme? It's 2027, full stop.
And yes, it will indeed be impressive when you look at the pricing of both devices comparatively. Hint: the PS6P will be a looooooooot cheaper.
 
24Gb (3GB) is latest and greatest this year. They say 24Gb+ in 2026-2027 but first they need to make 32Gb (4GB) before going to make 6 and 8GB...



To be honest split memory PC style is not the worst solution, that way CPU has the best low latency memory (DDR) and GPU has the fastest memory (GDDR). But I doubt we will see that.
Sony has access to tech before it publicly know.
 
Thats actually very believable considering its coming likely holidays 2026 or holidays 2027, ram(even vram) is relatively cheap and is essential for next gen quality gaming, those high quality assets gotta be packed in somewhere after all ;D
Or if we lack ram/vram we end up in a situation like series s owners with their tiny 10GB total ram pool( 8gigs at 224GB/s, 2 gigs at 56GB/s) and we all know how nasty cuts series s gets even beside resolution :)
micro-penis-penis-small.gif

Just for comparision thats how matrix demo was cut on series s vs stationary consoles:

You will see less than 24 GB of vram/unified in a PS6 Portable. My bet is 16 GB. No way are we seeing more if we are considering the price target for this device.
 
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Sony has access to tech before it publicly know.

Same for nvidia. In fact they are first.

First desktop GPU with 3GB modules launch Q4 2025. You really expect 2x bigger modules in 2027? I expect 4GB to be latest and greatest in 2027.

It's XSS hell
80% of ram is vram and there is little point to have ddr5 as vram
Every new features (advanced effects, RT, AI) are speed hungry, not size hungry, making some parts of memory slow makes it juggling assets between parts to not bottleneck rendering
2-4Gb of ddr5 for OS purposes is maximum that should be in


Excessive, expensive and put extra work on CPU (i.e. require it to be more beefy) to constantly copy stuff between memory pools
And it will not be 12+12 - it should be 12+24 as GPU will need almost "full memory" size and CPU part will be copy for most part

Yeah, they won't split RAM like that.
 
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