Whatever you say chief. You can try to discredit numbers I posted, but fact is. PS2 die size > PS3 die size > PS4 die size > PS4 Pro die size > ??
For MS its the same so perhaps they know more then us?
I'd argue it's far more likely to get the exact same 400mm2 APU for both Sony and MS (yeah, this means console wars will be dead), with slightly different clocks/cooling systems.
Why? Economies of scale, Azure partnership (common PS5/XB2 server blades) etc. MS can pony up some extra cash if needed.
Also, 7nm wafers will be dirt cheap next year. Costs always drop over time, but you seem to forget that. Wafer prices are not static.
Here's a hoot. First people were insisting PS5 only had software RT when it was unclear in the first Wired article, then when Cerny addressed that directly and said it was hardware in the second one, it's this. How would you even make RT only applicable to shadows, makes no sense.
And that's before I noticed the username
Gears 5 already has raytraced shadows. Even Killzone Shadowfall (2013 launch PS4 game) has a limited form of RT for reflections.
It's gotta be something more than that to justify the silicon expenditure, otherwise what's the point?
Those are not facts! Look at Nvidia Turing. GTX 1660ti and lower is the same Turing arch without ray tracing cores. They didn't need to make 2 different archs to make a GPU with and without RT cores. They just stripped the RT, tensor cores and here you go! But somehow AMD haven't thought longterm and they need to overhaul their arch just to add their RT solution?
nVidia uses discrete pipelines, while AMD's RT solution seems to be more intertwined with the CUs:
AMD's stayed quiet about how it plans to support ray tracing, but a patent application published on June 27 offered a glimpse at what it's been working on.
www.tomshardware.com
Maybe it's not that simple.