playsaves3
Banned
799 isn’t happening it’s 699 max reason why is cause it’s being sold without a disc driveIt's several pages back but I was thinking 699-799 but can concede 599-699
Edit
A lot of responses seem to be aiming at 600 though
799 isn’t happening it’s 699 max reason why is cause it’s being sold without a disc driveIt's several pages back but I was thinking 699-799 but can concede 599-699
Edit
A lot of responses seem to be aiming at 600 though
That would make sense to follow the slim line. So an over/under of $50 649/699. Or 599/649. I just think 100 difference is low for the hardware costs799 isn’t happening it’s 699 max reason why is cause it’s being sold without a disc drive
799 isn’t happening it’s 699 max reason why is cause it’s being sold without a disc drive
It will support the detachable drive the slim usesI can’t see it without a drive. And I won’t buy it without one either.
HopefullyIt will support the detachable drive the slim uses
Oh no I agree below 599 is also delusion I agree with your prices by the wayThat would make sense to follow the slim line. So an over/under of $50 649/699. Or 599/649. I just think 100 difference is low for the hardware costs
Not even in the ballpark, it’s the same rubbish others tried pushing here. The base is 33.5TF, if dual issue is used it goes up.I like how he rounds down instead of up to the closest number
It also won't be cheaper than $599It’ll be 549 or 599
They won’t go above 599
Maybe not for a pro model...
PS4 Pro was a small fraction of the PS4 install base and that launched a year earlier in the generation than PS5 Pro will.
This is niche device relative to the PS5 base model.
Don’t believe the cpu leaks right nowPretty weak performance gains over original / slim model, but then again, expecting anything more (if true) is stupid.
PS6 is where everything will be on the next level and we'll see a glimpse of this in the very last few 1st party games from the masters of PS hardware utilization.
Yeah, right. Good luck with that with a pretty weak CPU.
This can help with performance somewhat, but RT is also CPU limited and PS5 is not getting a 13900K / 7800X3D level of CPU upgrade at least.
Ha-ha, not in a million years. Unless it's some Switch port like Monster Hunter Stories or some 2D indie game, not gonna happen ever, even on the PS6/Pro. 8K Blu-Ray playback for sure, but not for anything else.
And none of this is going to materialize as native 4K 60FPS experience. But it'll probably help to make TLOUIII the best looking PS5 game ever. I'm pretty sure that what they're doing with the Pro is to solely help ND, Guerrilla and Bluepoint (probably for other studios as well but to a lesser extent) to do their magic shit and end PS5's life cycle with a bang and I'm all for that.
I like how he rounds down instead of up to the closest number
It’s funny we are discussing both the 7800 xt and 6700xt since that is basically the difference hereBut its over 3x increase in Tflops.
PS5 was only 10, PS5 Pro is 33.5 (67 FP16).
45% raster increase is abysmal.
Same thing happened on PC going from RDNA 2 to RDNA3.
7800 XT at 37 Tflops beat the 13 Tflop 6700 XT by around 45%...
Probably double precision floating point math. That uses 64 bits.So 67TF FP16, 33TF FP32, so what's the cut in half 16-17TF people had been talking about lately? Thats a different measurement?
PS4, PS4 Pro, PS5, X1, X1X, XSX and XSS were all based on tflops calculations that assumed 2 instructions per clock. With RDNA3, AMD now claims that they can run 4 instructions per clock. That allows them to claim DOUBLE the theoretical flops, but in reality, they were not able to double the performance.So 67TF FP16, 33TF FP32, so what's the cut in half 16-17TF people had been talking about lately? Thats a different measurement?
So 67TF FP16, 33TF FP32, so what's the cut in half 16-17TF people had been talking about lately? Thats a different measurement?
What has changed about Zenji Nishikawa's 3DGE: Radeon RX 7900 XTX/XT? Explore the secrets of the Navi 31st generation, which has achieved significant performance improvements.
The total number of CUs of the Radeon RX 7900 XTX is 96. The operating clock (boost clock) is 2.5 GHz. There are four SIMD32 operators per CU, and each SIMD32 operator can perform integration sum (2 FLOPS) for 32- bit floating point points (FP32).
96 CU x 4 SIMD32 arithmetic units x 32 FP32 arithmetic units x product-sum x 2.5GHz
It can be calculated with . In other words, it is as follows.
96×4×32×2×2.5GHz=61.44 TFLOPS
Let's apply this to the PS5 Pro using 60 CUs.
60 CU × 4 SIMD32 × 32 FP32 × 2 × 2.18GHz = 33.5 TFLOPS
60×4×32×2×2.18GHz = 33.5 TFLOPS
FP32 = 33.5 TFLOPS
FP16 = 2 × 33.5TF = 67 TFLOPS
If that was the case, it would of been stated.
How about this, believe it's 2.18GHz now?
PS4, PS4 Pro, PS5, X1, X1X, XSX and XSS were all based on tflops calculations that assumed 2 instructions per clock. With RDNA3, AMD now claims that they can run 4 instructions per clock. That allows them to claim DOUBLE the theoretical flops, but in reality, they were not able to double the performance.
So that 33 tflops number is nonsense and the real number is the 16 tflops number which you can compare against the PS5 tflops to get an idea of its actual performance. If it was 33 RDNA2 tflops, you would be getting 3.3x the performance, but in reality, you will get 1.6x at best.
With that said, thanks to the extra ray tracing power in the PS5, it will perform way better than a 16 tflops RDNA2 GPU in ray traced games. Probably something like a 23 tflops 6900xt.
Not even in the ballpark, it’s the same rubbish others tried pushing here. The base is 33.5TF, if dual issue is used it goes up.
Imagine thinking AMD would add a feature that halves their card’s performance with the possibility of gaining some back.
These people are hating you but I was expecting 60-80% raster improvement not 45% maybe the leak is wrong though or clock speeds aren’t finalized so let’s have some hopeDF found the 4070 to be around 1.8x faster than consoles in raster. At 1.45x (PS5 Pro) would be a bit behind.
And?
PS4 Pro got checkerboarding hardware.
I'm not, just pointing out your mistake where you said its a 70% Tflop difference, its not, its over 3x.
And yes, a 45% uplift after 4 years is abysmal no matter how you slice it. The RT and upscaling stuff is good, but that will only bring the console from abysmal RT and abysmal upscaling to something that is good, like DLSS and Nvidia-like RT.
IMO any potential issue for PS5 Pro isn't the hardware itself; it looks great. Instead it's potential lack of value proposition to the majority of would-be customers.
Alex is already in pain. He's downplaying the 2-4x improvements in ray tracing as just theoretical that wont show up in the final performance gains. Sony simply said the speed is 2-4x faster, but he's started planting seeds of doubt on whether or not it will translate into actual performance. Classic skepticism from the same guy who claimed PS5 wont have dedicated RT hardware and then after cerny confirmed it was dedicated, he started spouting it would only support rt shadows.Wonder how long it takes DF to do their breakdown video of the specs.
And the pain Alex will be in during
Even when they have the actual machine in hand they don't really give full credit to the holistic design. (referring original PS5 and console bespokeness in general). They had an entire Cerny presentation to refer to and pretty much proceeded to view the PS5 in purely PC terms. I don't expect DF to be particularly insightful with just a handful of leaked specs. Maybe they could touch on what a 2ms dedicated hardware upscaler brings to the table as compared to FSR2. I don't think they have ever shown the budget for FSR2 on PS5 hardware have they? For example if you offload to PSSR do you just gain the differential in ms, or can you use the resources during the old FSR window to be doing async stuff that runs outside of the frame budget.Wonder how long it takes DF to do their breakdown video of the specs.
And the pain Alex will be in during
To be fair hes not wrong in this case. Its obvious to everyone here I guess that the fps isn't going to jump by 2-3x, that would be ridiculous, but some people might see it that way.Alex is already in pain. He's downplaying the 2-4x improvements in ray tracing as just theoretical that wont show up in the final performance gains. Sony simply said the speed is 2-4x faster, but he's started planting seeds of doubt on whether or not it will translate into actual performance. Classic skepticism from the same guy who claimed PS5 wont have dedicated RT hardware and then after cerny confirmed it was dedicated, he started spouting it would only support rt shadows.
So 67TF FP16, 33TF FP32, so what's the cut in half 16-17TF people had been talking about lately? Thats a different measurement?
To be fair hes not wrong in this case. Its obvious to everyone here I guess that the fps isn't going to jump by 2-3x, that would be ridiculous, but some people might see it that way.
He's not downplaying anything... he's simply stating facts... lmao wtf.Alex is already in pain. He's downplaying the 2-4x improvements in ray tracing as just theoretical that wont show up in the final performance gains. Sony simply said the speed is 2-4x faster, but he's started planting seeds of doubt on whether or not it will translate into actual performance. Classic skepticism from the same guy who claimed PS5 wont have dedicated RT hardware and then after cerny confirmed it was dedicated, he started spouting it would only support rt shadows.
Pretty sure that chart is listing INT 4 while the Pro number is INT 8.
Who is claiming 2-3x better frames?
It should be more stability of frames (less tanking) and/or higher quality of the RT itself (higher rez or more ubiquitous)
Otherwise it doesn't make sense if the upgraders can't play their physical PS5 games on the Pro, right??Hopefully
Per Tensor core perf has remained the same going from Turing to Ada, per RT core perf saw 50% bump(28% from Turing to Ampere, 18% Ampere to Ada)It's hard to find good info about this. Ada has massive increase in tops number compared to ampere but it doesn't translate to real world gaming performance in any measurable way (it's mostly used for DLSS anyway).
There are people out there acting like with RT they're expecting those kinds of multipliers to the overall framerate in RT games..Who is claiming 2-3x better frames?
It should be more stability of frames (less tanking) and/or higher quality of the RT itself (higher rez or more ubiquitous)
Yeah, this guy has a smug, punchable face but he isn't wrong this time.He's not downplaying anything... he's simply stating facts... lmao wtf.
"RT performance" is not "framerate"....
Just tossed away 0.75TF like it was nothing. Funny thing is if he was even trying to round down it should be 16.5TF. If rounding to the nearest whole number, it definitely should be 17TF. Guess fo his agenda 16Tf just sounds better.I like how he rounds down instead of up to the closest number
If they were going to go with the N5/N4P family then Zen4/4c would make a load more sense, you're already building a distinct, new chip and why would you bother to port Zen 2's topography over to a new process node when Zen 4 already exists on it; and would likely be much easier to integrate and could perform much better at lower clocks?
The more efficient the GPU is at doing ray tracing the more rendering performance it will be able to offer thus resulting in higher fps or more pixels. It is literally why the Nvidia GPUs offer more frames than equivalent AMD GPUs because they are able to process ray tracing faster.To be fair hes not wrong in this case. Its obvious to everyone here I guess that the fps isn't going to jump by 2-3x, that would be ridiculous, but some people might see it that way.
Cool thanks.FP16 Half Precision = 67TF
FP32 Single Precision Dual-Issue = 33.5TF
FP32 Single Precision = 16.75TF
FP64 Double Precision = ~1TF
AMD started reporting/advertising the Dual-Issue FP32 as their standard Teraflop number on RDNA3.
Dual-Issue only applies to specific operations/workloads which can be optimised for it.
The base PS5's FP32 Single Precision compute is 10.28TF and the rumoured PS5 Pro's is 16.75TF; so that's the fair baseline comparison at this point (while also taking into account the architectural efficiency gains of RDNA3/4 over RDNA2).
It's hard to say at this point roughly what proportion of real world, gaming workloads will be able to run with Dual-Issue and to what degree devs may optimise for it (or if Sony can have the system automatically run conducive operations in Dual-Issue).
If, purely for eg. an average of a little over 10% of workloads can run in Dual-Issue then that'd give an equivalent of 15TF of Single-Issue FP32 + 3.5TF of Dual-Issue for 18.5TF. Still, these are purely theoretical as with any flop number, in reality a Dual-Issue Add operation might be 80% faster or a Multiply-Add might be 20% faster; rather than 100% faster.
One thing' for sure, this isn't a case of 10.3TF vs 33.5TF and a subsequent ~3.3x power increase in compute.
To play devil's advocate here even though I agree with the point you are making)He's not downplaying anything... he's simply stating facts... lmao wtf.
"RT performance" is not "framerate"....
Wonder how long it takes DF to do their breakdown video of the specs.
And the pain Alex will be in during
For most people the discussion doesn't need to be so complex.To play devil's advocate here even though I agree with the point you are making)
The rumour suggests 3x RT performance compared to the PS5. That comparison is all the context that is really needed if looking at it from a purely technical point of view. What that translates to is that in situations where the PS5 RT pipeline can take up 6ms in a frame, the PS5por would complete the same task in 2ms as an example.
We simply can't be picking and choosing what part of the spec leaks we want to get overly anal about, because at the end of the day the system should be taken in its entirety and not singling out any one part. Eg. Whatever version of RDNA its using would be better than what was in the og PS5, or AI accelerated reconstruction could not just yield better IQ results, and still be faster compared to whatever the were doing on the PS5. Mem bandwidth would be higher too...etc.
The point is, it doesn't matter which part(s) of the PS RT pipeline is faster, when the reference comparison is that it has RT that is 3-4x faster than the og PS5. Only question is, do they mean 3-4x faster than an OG PS5 with a 10TF GPU? Or 3-4 times faster than the og PS5 with a 16.7Tf GPU? The latter would mean that the actual RT improvement compared to the og PS5 would be more like 2.xx or so. Oh... and better RT performance does directly translate to better framerates.
YesA current ps5 raster game running at average 30fps - expected pro performance average 43fps (based on 0 45x performance uplift.
No. The RT performance of the ENTIRE GPU has improved. Not just the 45%. There are still 10 tflops on the PS5 that are also going to get these IPC gains. Just like how the PS5 gained the 50% IPC gains going from the base PS4's GCN architecture to Pro's Polaris architecture and finally the RDNA1 IPC gains. Thats why the 10 tflops PS5 behaves more like a 15 tflops PS4 when running games built on the PS5 sdk with all those IPC gains.A current ps5 game with full RT features running at average 30fps - expected pro performance average XXFps? certainly it won't be 60-90fps all of a sudden. I believe the ceiling is that 0.45 rendering uplift, logically speaking. So it will run it somewhere between 30-43fps on average.
The real benefit here will be in the performance mode. A higher internal resolution, locked 60 and a better upscaling solution should result in a less comprimised experience. The RT improvements I think will tie in more to performance modes than pushing the quality modes IQ. But thats because I think the entire focus of the machine is around 60fps rather than pushing visuals at 30fps quality mode. So if I'm wrong, who knows.A current ps5 raster game running at average 30fps - expected pro performance average 43fps (based on 0 45x performance uplift.
The real benefit here will be in the performance mode. A higher internal resolution, locked 60 and a better upscaling solution should result in a less comprimised experience. The RT improvements I think will tie in more to performance modes than pushing the quality modes IQ. But thats because I think the entire focus of the machine is around 60fps rather than pushing visuals at 30fps quality mode. So if I'm wrong, who knows.
For most people the discussion doesn't need to be so complex.
A current ps5 raster game running at average 30fps - expected pro performance average 43fps (based on 0 45x performance uplift.
A current ps5 game with full RT features running at average 30fps - expected pro performance average XXFps? certainly it won't be 60-90fps all of a sudden. I believe the ceiling is that 0.45 rendering uplift, logically speaking. So it will run it somewhere between 30-43fps on average.
there's less reason? you'd be getting 1500/2000 dollar PC performance for 700-800. that sounds like a pretty large reason for me.If Sony don't slow down or stop the PC ports for non-GAAS titles they aren't getting near 12% this time around. Because for the core who'd buy a Pro, there's less reason to do so when they can get those 1P games on an as-good-or-better PC shortly after the PS5 versions release, and still play their multiplats with better settings in the meantime on the same PC.
btw do people here really think the ps5 pro will be 600 bucks?
700 at the very least. the current ps5 is 50 bucks away from the pro, not a big enough price jump for the specs we are getting here
btw do people here really think the ps5 pro will be 600 bucks?
700 at the very least. the current ps5 is 50 bucks away from the pro, not a big enough price jump for the specs we are getting here
I would guess they are going to do direct selling like they did with the PSVR2 for the first month. At least I hope so. Scalpers are just plain scum.I’ll pick one up in 2027 when the scalpers are done fucking it to death.