[MLID] Zen 6 Magnus Leak: AMD's MASSIVE APU for next gen console (+ Medusa Point Specs)

Software is what they will give. You either buy it or gamepass. We're not getting 50 million new IPs look at the top 20 lists.
They will sell Software but software isn't what you were referring to:
Why would msft care? Xbox emerged due to crazy kaz saying after 100m psx sold they could put an os in PlayStation. There are rumored to be 900 million pc gamers.

Next gen is an ecosystem war.
Switch 1&2 vs ps4/5/6/pros vs pc/nextbox/portable pcs ect.. including tv

If this is what's important then a $1000 "portable PC" has no chance against a Switch and an equally expensive "nextbox" no chance against a PS5.
 
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I did a calculation where I removed all the infinity cache and fabric from Navi 48Xl, shrank down the command + display engines, and multiplied the shader engine, caches, phy controllers by 1.5x. There is enough die space left where we can get to 144CUs in 3 SEs in 264mm2 on TSMC n3p, assuming the WGP doesn't grow in size relatively.
Using the 7900xtx as a reference and taking in to account scaling of all units, moving from 5nm to 3nm should land ~215mm².

This leaves room for other stuff.

But I'm still questioning the memory controllers. PHY don't scale well at all.

For example, here is the 5090, which shows 6 GDDR7 PHY on both left and right sides similarly to MLiD diagram.
oCllgUrryluy1V1i.jpg


This is a massive 750mm² chip.

Now if you zoom in close to one of the GDDR7 PHY, you can see it's split into two 16bit slices. Could he have misinterpreted one of these 16bit slices as a 32bit PHY?

If we look at it that way, 6 × 32bit = 192bit-bus.

A 192bit bus isn't as bad as it seems.
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.

Possible capacities:
6 chips × 3 GB = 18 GB
6 chips × 4 GB = 24 GB
6 chips × 6 GB = 36 GB

SK Hynix launches GDDR7 with up to 40Gbps speed
And possible bandwidth:
192bit-bus ÷ 8 × 28 = 686GB/s
192bit-bus ÷ 8 × 32 = 784GB/s
192bit-bus ÷ 8 × 36 = 882GB/s
196bit-bus ÷ 8 × 40 = 980GB/s



The benefits of a 192bit-bus is less power, complexity and cost.
 
Using the 7900xtx as a reference and taking in to account scaling of all units, moving from 5nm to 3nm should land ~215mm².

This leaves room for other stuff.

But I'm still questioning the memory controllers. PHY don't scale well at all.

For example, here is the 5090, which shows 6 GDDR7 PHY on both left and right sides similarly to MLiD diagram.
oCllgUrryluy1V1i.jpg


This is a massive 750mm² chip.

Now if you zoom in close to one of the GDDR7 PHY, you can see it's split into two 16bit slices. Could he have misinterpreted one of these 16bit slices as a 32bit PHY?

If we look at it that way, 6 × 32bit = 192bit-bus.

A 192bit bus isn't as bad as it seems.
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.

Possible capacities:
6 chips × 3 GB = 18 GB
6 chips × 4 GB = 24 GB
6 chips × 6 GB = 36 GB

SK Hynix launches GDDR7 with up to 40Gbps speed
And possible bandwidth:
192bit-bus ÷ 8 × 28 = 686GB/s
192bit-bus ÷ 8 × 32 = 784GB/s
192bit-bus ÷ 8 × 36 = 882GB/s
196bit-bus ÷ 8 × 40 = 980GB/s



The benefits of a 192bit-bus is less power, complexity and cost.

Loxus Loxus

Looking at the GDDR6 controllers on the Navi 31 memory dies, you can fold them in half.

Edit: So the GDDR6 phys on the went from 13.7mm2 on TMSC 6nm to 6mm2 on TSMC4nm, that's over 2x in scaling when it should only be 1.26x.

So phy controller scales better than logic.

Can you double check my math? Below is the folded GDDR6 phy controllers on the 6 memory dies, 37mm2 on N6.

998-die-shot.jpg
 
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Test

P Physiognomonics

Why would PS6 not have L3$ for the CPU when PS5 does? I think you meant L4$, and there's still a chance PS6 will have L4$ (V-Cache) shared between CPU & GPU.

nkarafo nkarafo

I get where you're coming from. While I'm still interested to see what 10th gen systems will bring, I can't pretend like this isn't going to be more of the same in a lot of cases. The next PlayStation and Xbox systems will be largely similar as they're pulling from the same APU vendor's roadmap.

Audiophile Audiophile

Pretty interesting CPU configuration concept there. I'd like to see something like that if for no other reason than to bring some flavor to the design and to see how devs work within that type of setup.
 
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Loxus Loxus

Looking at the GDDR6 controllers on the Navi 31 memory dies, you can fold them in half.

Edit: So the GDDR6 phys on the went from 13.7mm2 on TMSC 6nm to 6mm2 on TSMC4nm, that's over 2x in scaling when it should only be 1.26x.

So phy controller scales better than logic.

Can you double check my math? Below is the folded GDDR6 phy controllers on the 6 memory dies, 37mm2 on N6.

998-die-shot.jpg
It's not folded in half, it's two 32bit GDDR6 memory controllers on each MCD.

But you're on to something.
It would make sense if a 32bit PHY is folded instead of going long ways.

Sony did something similar with the PS4.
VqRm2SiIGCnIOibz.jpg


Orbis is "Circle" in Latin.
 
So if we assume Magnus is the next-gen Xbox SoC then what timeline for release we looking at? Still late '26 or like both Sony and Microsoft have many times release at the same time in late '27 or '28?
 
It's not folded in half, it's two 32bit GDDR6 memory controllers on each MCD.


But you're on to something.
It would make sense if a 32bit PHY is folded instead of going long ways.

Sony did something similar with the PS4.
VqRm2SiIGCnIOibz.jpg


Orbis is "Circle" in Latin.
Ok in the RX 5090 die shot they are all in one straight lines but in the Navi 31 MCD they are stacked, one 32 bit on top of each other.

6 32bit Phy on each side in two rows should fit the long edge of a 264mm2 die.
 
Ok in the RX 5090 die shot they are all in one straight lines but in the Navi 31 MCD they are stacked, one 32 bit on top of each other.

6 32bit Phy on each side in two rows should fit the long edge of a 264mm2 die.
Keep in mind the 5090 is 750mm².

This is how I envision how it would look.
It's just a quick something using Strix Point (Ryzen AI 9) and RDNA3 die shot.

It's most likely 96CU like Kepler was saying.
W9uuup2Y6EiIA2gg.png


Ignore all the SSD stuff, just wishful thinking.
 
So if we assume Magnus is the next-gen Xbox SoC then what timeline for release we looking at? Still late '26 or like both Sony and Microsoft have many times release at the same time in late '27 or '28?

Personally Team 2026, considering that's also Xbox's 25th anniversary. But it could be a "soft launch" then.

And that's still assuming Magnus is an Xbox APU, but a lot of signs point to it being the case.
 
Keep in mind the 5090 is 750mm².

This is how I envision how it would look.
It's just a quick something using Strix Point (Ryzen AI 9) and RDNA3 die shot.

It's most likely 96CU like Kepler was saying.
W9uuup2Y6EiIA2gg.png


Ignore all the SSD stuff, just wishful thinking.
Nice work. How much bigger is the WGP in your design compared to RDNA 4 assuming the same node.
 
Keep in mind the 5090 is 750mm².

This is how I envision how it would look.
It's just a quick something using Strix Point (Ryzen AI 9) and RDNA3 die shot.

It's most likely 96CU like Kepler was saying.
W9uuup2Y6EiIA2gg.png


Ignore all the SSD stuff, just wishful thinking.
Wow nice job
 
60% denser Logic, SRAM and Analog are pretty much the same.

Quoting myself from just a few days ago

Die size suggests something like 80 CUs at probably 3GHz or so, which puts Sparse Matrix FP4 performance at almost 2000 Teraflops or 83x faster than the Xbox Series X using FP16 (technically still not the biggest leap ever, but a very large number at least :messenger_grinning_smiling:)


Hit Me Credit Card GIF by HyperX
 
Yeah Kepler reminded me that the Shakespeare related codenames like Oberon are AMD's and the Matrix ones are Sony's. So from that I take it that Zion being the Sony codename for PS6 is a good possibility.
These are most of the codenames for Playstation from PS4/PS5 generation.

Shakespeare references
(PS5 generation)
Prospero - PS5 console codename
Oberon - PS5 production SoC
Ariel - Early PS5 prototype
Gonzalo - Even earlier PS5 prototype
Viola - PS5 Pro SoC

The Matrix references
(Pro models)
Neo - PS4 Pro console codename
Trinity - PS5 Pro console codename

Superman universe reference
Krypton
- PS4 Pro dev kit codename

UK cities
(AMD SoCs for PS4 family)
Liverpool - PS4 launch SoC
Newcastle - PS4 Slim SoC
Glasgow - PS4 Pro SoC

River name
(AMD console refresh)
Monongahela - PS4 Slim console codename

Latin / classical / mythology
Orbis
- PS4 base console codename (Latin: "Circle")
Vita - PS Vita retail name (Latin: "Life")

Internal / dev references
Devin
- PS5 dev kit codename
NGP - PS Vita codename ("Next Generation Portable")
 
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These are most of the codenames for Playstation from PS4/PS5 generation.

Shakespeare references
(PS5 generation)
Prospero - PS5 console codename
Oberon - PS5 production SoC
Ariel - Early PS5 prototype
Gonzalo - Even earlier PS5 prototype
Viola - PS5 Slim/Refresh & PS5 Pro SoC

The Matrix references
(Pro models)
Neo - PS4 Pro console codename
Trinity - PS5 Pro console codename

Superman universe reference
Krypton
- PS4 Pro dev kit codename

UK cities
(AMD SoCs for PS4 family)
Liverpool - PS4 launch SoC
Newcastle - PS4 Slim SoC
Glasgow - PS4 Pro SoC

River name
(AMD console refresh)
Monongahela - PS4 Slim console codename

Latin / classical / mythology
Orbis
- PS4 base console codename (Latin: "Circle")
Vita - PS Vita retail name (Latin: "Life")

Internal / dev references
Devin
- PS5 dev kit codename
NGP - PS Vita codename ("Next Generation Portable")
Viola was just PS5 Pro, PS5 Slim was Oberon Plus.

During development PS5 SoC revisions also used the codenames Bishop, Cardinal and Flute.
 
let me ask you guys something, if the ps5 continues to be the basis for development and receive all games is this a ps6 or a ps5 pro 2?
 
let me ask you guys something, if the ps5 continues to be the basis for development and receive all games is this a ps6 or a ps5 pro 2?

Sony won't release a PS6 until they know that developers are nearly done with PS5 as basis....

The right question should be:

"How close are we to the limits of PS5? (also considering they added a PS5 Pro as well a few months ago)
 
Sony won't release a PS6 until they know that developers are nearly done with PS5 as basis....

The right question should be:

"How close are we to the limits of PS5? (also considering they added a PS5 Pro as well a few months ago)
Moore law is dead, any console more powerful will cost more and will not get cheaper overtime

More expensive means less public willing or capable of buy which in turn means more risk to publishers to launch games only on the console

So the question remains, if they launch a console called PS6 and all or almost all the games continue to be made and launched for and on the ps5 is this truly a PS6 or is just a PS5 Pro 2?
 
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Sony won't release a PS6 until they know that developers are nearly done with PS5 as basis....

The right question should be:

"How close are we to the limits of PS5? (also considering they added a PS5 Pro as well a few months ago)
Sales dictate everything, SIE is expecting to ship 15M PS5 units on the fiscal year ending March 31, 2026.

The generation is over.
 
That is more of a render, than an actual die shot.

And I'm not too sure how accurate that is because the WGP are facing in the other direction within the Shader Array.

Usually, two WGP or 2 Shader Arrays face each other via the side with the TMU and RT unit.

But in this case, the TMU and RT unit are to the edge of the Shader Engine, with the SIMD32 from each Shader Array touching each other.

Here is a slightly better image.
V4HrBiZM7hkUH7pw.jpg
 
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Sony won't release a PS6 until they know that developers are nearly done with PS5 as basis....

The right question should be:

"How close are we to the limits of PS5? (also considering they added a PS5 Pro as well a few months ago)
I don't think devs will be done with a ps5 even well into the ps6 life.

Too much risk nowadays to be dumping the previous gen.
 
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That is one seriously overkill GPU for a console but I guess MS doesn't another PS5 vs Xbox series X situation where power difference is almost non-existent.

That's a good point you've raised, I'm curious what the narrative and discourse will be going into "next-gen", and surrounding these consoles. Sony will likely. and based on past history go down an efficient route, like they did with PS5's "fast and narrow design", relatively less CU's but a faster clocked GPU or Xbox's slower but wider approach, more CU's but clocked relatively slower.

If we assume Magnus is Xbox's next chip, then it's likely they'll be sticking with the same design philosophy, but this time ensuring there's a clear advantage in performance compared to the competing PS6. Personally I welcome it, but I'm curious how the market will react to a product will likely could be priced $1000 +

What might also complicate things is the ML technology, PS5 Pro using PSSR, and will soon incorporate into it FSR 4, I'm wondering if Microsoft will also adopt FSR 4 and how this may complicate things considering Project Amethyst. I'm wondering if Microsoft may develop their own ML based upscaling technology.
 
Looking at that floorplan 6 SE x 8 WGP config does seem more likely for Magnus. That is one seriously overkill GPU for a console but I guess MS doesn't another PS5 vs Xbox series X situation where power difference is almost non-existent.
Another big brain move from Spencer. Make the difference in hardware when it became less and less important due to the quality of AI upscalers. Truly the brain behind GamePass.
 
Looking at that floorplan 6 SE x 8 WGP config does seem more likely for Magnus. That is one seriously overkill GPU for a console but I guess MS doesn't another PS5 vs Xbox series X situation where power difference is almost non-existent.

Considering that PS6 is releasing in 2027+, I don't see how they can guarantee a substantial power difference when PS6 will be on n2p and the Series X2 will be on n3p. It's a 40% density gap. That's not their goal because it's not going to be a realistic goal. Their goal is to be the best gaming PC one can get in a console like hardware / form factor (i.e. APU + soldiered GDDR7 main memory) that can rival RTX 5080 / 4090 performance in 2026. By 2028/2029, they'll have a successor that will trounce the PS6 handily.

Hypothetical PS6 in 2027 will have
8-10 core Zen 6
24GB GDDR7 on 256 bit bus (896GB/s bandwidth)
64-128mb Infinity Cache
68/72 Cus at 3.5 ghz (up to ~61 teraflops)
whichever forward UDNA 2/3 features Cerny decides to incorporate due to Project Amethyst.
~300mm2 die size
$599-$699 (Most likely $699)
such a PS6 will likely perform as well if not better with optimized console SKUs of games.
 
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Keep in mind the 5090 is 750mm².

This is how I envision how it would look.
It's just a quick something using Strix Point (Ryzen AI 9) and RDNA3 die shot.

It's most likely 96CU like Kepler was saying.
W9uuup2Y6EiIA2gg.png


Ignore all the SSD stuff, just wishful thinking.

Looking at the diagram again, your WGPs are really wide compared to the ones in RDNA3 and RDNA2. Can you probably can easily do 1-2 more columns in every shader array for a total of 120CUs to 144CUs like I had calculated earlier.
 
DoubtConsidering that PS6 is releasing in 2027+, I don't see how they can guarantee a substantial power difference when PS6 will be on n2p and the Series X2 will be on n3p. It's a 40% density gap. That's not their goal because it's not going to be a realistic goal. Their goal is to be the best gaming PC one can get in a console like hardware / form factor (i.e. APU + soldiered GDDR7 main memory) that can rival RTX 5080 / 4090 performance in 2026. By 2028/2029, they'll have a successor that will trounce the PS6 handily.

Hypothetical PS6 in 2027 will have
8-10 core Zen 6
24GB GDDR7 on 256 bit bus (896GB/s bandwidth)
64mb Infinity Cache
72/76Cus at 3.5 ghz (up to ~66 teraflops)
whichever forward UDNA 2/3 features Cerny decides to incorporate.
~300nm die size
$599-$699 (Most likely $699)

such a PS6 will likely perform as well if not better with optimized console SKUs of games.
The PS6 is n2p?

Not Bad Kind Of GIF by MOODMAN
 
It'll have proportionally less compared to current gen because the install base of the console + the handheld will not cross 25 million.
Install base is irrelevant though. MS won't be selling Steam/Epic versions, Xbox will be the default front facing store, in order to get a Xbox certification for publishing on Xbox Store, it will have to be an Xbox ecosystem/platform game created by the GDK and/or optimized by the GDKX for the set of AMD APUs.

Besides, it's not just handhelds and consoles, but Xbox PCs, Xbox Laptops, Xbox Cloud all come into play as well.
 
Looking at the diagram again, your WGPs are really wide compared to the ones in RDNA3 and RDNA2. Can you probably can easily do 1-2 more columns in every shader array for a total of 120CUs to 144CUs like I had calculated earlier.
It's the same size as RDNA3.
I scaled, then trace over each block.

RDNA3.5 is even wilder.
The WGP is constantly changing.
Like Kepler said, it'll be bigger.
 
Another big brain move from Spencer. Make the difference in hardware when it became less and less important due to the quality of AI upscalers. Truly the brain behind GamePass.

well, next gen will need serious horsepower as that generation will be the raytracing generation.

current gen is the beginnings of raytracing, and next gen will be when it will be matured. similar to how gen5 was the first steps into 3D, while gen6 finally was actually good at 3D.

AI upscalers only help so much when it comes to raytracing.
if you play Doom TDA with a very low internal resolution, you'll start seeing very obvious artifacts from the drastically reduced ray count.
this doesn't happen with Doom Eternal as it doesn't rely on RT GI.
so at the same internal resolution Eternal will look better/more stable than Dark Ages, which means you can use more aggressive reconstruction without introducing to many issues.

ray reconstruction can help with with a bit, but can also introduce its own artifacts.


so both manufacturers need to make sure they have enough horsepower that raytracing, and possibly pathtracing run well and look clean.
you don't want to be the system that has constant boiling artifacts or excessive ghosting compared to the other one.
 
I hope they go for high end specs. Having said that gfx are sadly getting irrelevant these days and state of AAA game is quite bad these days. I cannot imagine a console more than 700$, the APU is probably for a mini PC
 
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