Amm he was referrencing 64CU leak.
1450 x 64 x 64 x 2 - 11.9TF
Its a match per TF, but not in freq and CU count. 1.4GHZ is way, way below Navi sweetspot and they would be leaving ALOT on the table.
Its will be 1.7x56CU - 12.1TF
How do you know this? How can you say anything with this degree of certainty? If the XSX is anything like the XB1X then it quite easily could be 1450MHz. Of course Microsoft could raise clockspeeds. But none of us can know this for sure.
WGPs dont work in 64. Thats why big Navi will be 80CU unit and Arden will be 60 with 4 deactivated (3xWGP, 2xWGP in PS5 case).
???
Why can't work group processors work with 64CU? A work group processor is quite literally just 2 CU's. There is no reason AMD can't have 32WGPs. If it's a 4 shader array system like Navi 10, then it's 8WGPs per shader array.
Do you know something about Navi that the rest of us don't?
If Microsoft are using a 32WGP (64CU) in a 4*8 shader array configuration. They could disable one WGP per shader array and end up with 28WGPs for a total of 56CU. Wow, magic!!!! The numbers add up!!!!
The great thing about this is that with 4 shader arrays with 7 active WGPs would still leave the same number of render backends, leaving 64 ROPs as one would expect.
Another beautiful thing about this is that if they have their own BC mode (which according to Arden, they may very well do) then they can switch off 3 of the 4 shader arrays. This would leave 7 active WGPs (14CU) and 16 active ROPs, which matches up with the OG Xbox One.
Of course they could have gone with your suggestion of 30WGPs in a 6*5 shader array configuration (i.e 1.5*Navi 10). In order to have 56 CU, they would need to disable 2 WGPs. So they'd have 4 shader arrays with 5WGPs active and 2 with 4 active.
But that would as elegantly match up with Arden as a shader array with 16 ROPs would have at most 5WGPs and at worst 4. Inelegant.
There we go, your speculation Vs mine.