Could of been done with yields in mind from the get go.Yeah, 70CU being a very non-divisable number kinda tells he's probably just making stuff up. 72 would've made sense.
There's some questionable stuff there, but things like AT0, AT2, Magnus, Canis are 100% real. Interestingly he didn't mention the one codename I know related to the PS6, but I never heard of Robin (and that does fit as a codename) so it's possible the codename I know was for an earlier design.
Could of been done with yields in mind from the get go.
So it's 34+36CU? And they'll only bin one WGP from one half the chip? Surely making it 36+36 or something would be the better option in that case.
Isn't Robin/Robin+ old?There's some questionable stuff there, but things like AT0, AT2, Magnus, Canis are 100% real. Interestingly he didn't mention the one codename I know related to the PS6, but I never heard of Robin (and that does fit as a codename) so it's possible the codename I know was for an earlier design.
Yes, notice one side is bigger than the other.So it's 34+36CU? And they'll only bin one WGP from one half the chip? Surely making it 36+36 or something would be the better option in that case.
Yes, notice one side is bigger than the other.
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Looks like 40+30 or something similar.
Remember I picked up on it being 192bit-bus.I mean I also see PHYs with different widths and thicknesses so you probably shouldn't take MS Paint too seriously.
Remember I picked up on it being 192bit-bus.
And it's one of the ways to explain that 70CU number.
You see there no 256bit bus card.Mostly likely way is that he made that shit up, like he has in the pas
So is this definitely PS6 then?Remember I picked up on it being 192bit-bus.
And it's one of the ways to explain that 70CU number.
You see there no 256bit bus card.
About CU, it's can be custom design for consoles
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Made up what?Mostly likely way is that he made that shit up, like he has in the past.
Made up what?
70CUs?
PS5 had a total of 72ROPs but only used 64.
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I can see the same happening with CUs for yields. An extra WGP placed, so 3 WGPs are disabled instead of 2 like with PS5.
Probably the only thing I don't agree with is it being 68 active CUs. 64 active CUs seems more logical.
It's more likely that it's a 2 SE x 2 SA x 9 WGP design (72 CU total) with 1 WGP per SE disabled for yield (68 active).Made up what?
70CUs?
PS5 had a total of 72ROPs but only used 64.
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I can see the same happening with CUs for yields. An extra WGP placed, so 3 WGPs are disabled instead of 2 like with PS5.
Probably the only thing I don't agree with is it being 68 active CUs. 64 active CUs seems more logical.
If you don't believe his leaks, why are you even in this thread?
If you don't believe his leaks, why are you even in this thread?
If you've been really following various leaks from various people, you'll realize how accurate he is.I believed his PS5 Pro leaks.
Only an idiot would believe all his leaks.
2 Shader Engines.It's more likely that it's a 2 SE x 2 SA x 9 WGP design (72 CU total) with 1 WGP per SE disabled for yield (68 active).
If you've been really following various leaks from various people, you'll realize how accurate he is.
But your problem is you want it to have over 100CUs so badly that you refuse to believe anything else.
Looking at that chart my assumption would be that the top bin was 64CU only, surely they'd use the full bin for the DC variants. Plenty of cases of AMD calling the top bin XT rather than XTX etc. With a 44CU bin it should be 2SE rather than 4SE, so 60CU for a PS6? Fits nicely with compatibility for the PS5 Pro.
2 shader engines is logical for a Sony console in order to save die area so they could still aim for more compute / RT / ML. PS5 Pro does seem to be limited mostly by main bandwidth (only 27% more than PS5) and CPU. But it's pretty efficient in other cases even with only 2 SEs. In many cases resolution is increased by 60%, which is almost linear with the increase of Tflops.2 Shader Engines.
I can remember someone saying AMD reworked the SE to carry a lot more CUs.
PS5 Pro is a lot more fascinating than I thought.
There's some questionable stuff there, but things like AT0, AT2, Magnus, Canis are 100% real. Interestingly he didn't mention the one codename I know related to the PS6, but I never heard of Robin (and that does fit as a codename) so it's possible the codename I know was for an earlier design.
I like reading this stuff, I don't understand 90% of what you guys are saying but for some reason I find it interesting
It's real but could be changed still, designs are not finalized. Imo very likely for either AT0 to be downgraded or AT2 to be upgraded or both, as the gap is far too large.Is the table with some specs on AT0 and AT2 real? The CU counts, if representing total unbinned number and if true, indicate some massive changes to how shader arrays and engines are organized.
It's real but could be changed still, designs are not finalized. Imo very likely for either AT0 to be downgraded or AT2 to be upgraded or both, as the gap is far too large.
AT0 is 4 SE x 2 SA x 12 WGP and AT2 is 2 SE x 2 SA x 9 WGP AFAICT, the SAs got massively larger due to uarch changes which reduce front-end bottlenecks.From the CUs config, the whole shader engines divide into at least two shader arrays and then WGP layout seemed to be deprecated.
AT0 is 4 SE x 2 SA x 12 WGP and AT2 is 2 SE x 2 SA x 9 WGP AFAICT, the SAs got massively larger due to uarch changes which reduce front-end bottlenecks.
Is it safe to say Magnus will be at least 40-50% more powerful than the PS5 Pro? I can see it being $799 easily.
Remember I picked up on it being 192bit-bus.
And it's one of the ways to explain that 70CU number.
- Increased Channel Parallelism: GDDR7 moves from two 16-bit channels (in GDDR6) to four 10-bit channels (8 bits data, 2 bits error reporting), enabling greater parallelism and more efficient data handling.
We still need to know, how many perf per CU compare to RDNA4, even if 15%, then 64CU DS variant could be easily around ~4090 perf.architectural improvements, easily 2-3x imo.
We still need to know, how many perf per CU compare to RDNA4, even if 15%, then 64CU DS variant could be easily around ~4090 perf.
9070XT 64CU already ~4080 levelI think 4080 should be expected.
9070XT 64CU already ~4080 level
Probably closer to $1100Is it safe to say Magnus will be at least 40-50% more powerful than the PS5 Pro? I can see it being $799 easily.
RDNA5 is different story. They already improve massive RT with RDNA4, with RDNA5 is more further improvements.Even in path tracing with DLSS vs FSR4? I'm not talking rasterization perf. I'm talking 1:1 running the most demanding visual workloads with all AI features enabled.
4080 level on consoles, I wonder if Sony will still keep the general shape of the PS5.Let's not get ahead of ourselves. Lol.
I think 4080 should be expected.
For Xbox, I expect a more chunky Series X shape. Xbox will have a lot more variants with the OEM devices, but I would love to see MS do a 8-10 inch cube, or maybe even a Tesseract.
I believe it's tall cylindrical shaped with two big round half-balls as stands at the bottom. Single slit like vent on top. All black. 12+ inches in height.
8" diameter?I believe it's tall cylindrical shaped with two big round half-balls as stands at the bottom. Single slit like vent on top. All black. 12+ inches in height.
On AMD HW (with GDDR6) each UMC (memory controller) is 32-bits wide and serves 2x 16-bit channels. I don't know how their GDDR7 controller works.
You are talking about Magnus, PS6, or both?It's more likely that it's a 2 SE x 2 SA x 9 WGP design (72 CU total) with 1 WGP per SE disabled for yield (68 active).