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PS5 Pro Specs Leak are Real, Releasing Holiday 2024(Insider Gaming)

Panajev2001a

GAF's Pleasant Genius
The worries about the CPU are legit and all, but Cerny is perfectly aware of the importance of "Performance mode" this gen since Day 1 in 2020

I CAN'T and I DON'T believe he was thinking about the PS5 Pro in his office and went:

"Screw it! I'm pushing graphics and we are going back to 30 FPS for good!"

I mean it's completely crazy to think about it
The performance mode is prepared for base PS5 and on PS5 Pro it will look like quality at the same or better framerate :).
 

Fake

Member
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yamaci17

Member
nothing is nice about zen 2

cerny is just afraid that putting zen 3 or zen 4 there will cause ps5 to render games at 15-20 fps while devs targeting 30 fps for the new zen 3. that is literally what would happen with this dev mentality

cerny is aware that a better cpu will be just moving the goalpost. you can put a 14900k in ps5 pro and some developers will still code up to 30 fps and then stop optimizing it. it is why nvidia was scared and quickly came up with frame gen for games because they're aware with how things going on with the CPU side of things, no desktop CPU will be able to keep up with their 5000 GPU line up
 
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bitbydeath

Member
The worries about the CPU are legit and all, but Cerny is perfectly aware of the importance of "Performance mode" this gen since Day 1 in 2020

I CAN'T and I DON'T believe he was thinking about the PS5 Pro in his office and went:

"Screw it! I'm pushing graphics and we are going back to 30 FPS for good!"

I mean it's completely crazy to think about it
99% of PS5 games already run at 60FPS, the few that remain are likely poorly optimised game engines as they are not doing anything extraordinary.

That said the CPU is still getting a small boost, and RDNA advancements will push it even further.
 

Ashamam

Member
There's going to be plenty of examples of games where PS5 Pro shows no improvement over the base PS5, because in some games the base PS5 is already hitting a console FPS/resolution cap that has been put in place for the console version of the game.

A lot of PS5 games have a 60 FPS cap.

Some of these games may be patched, but most will not be, as its not worth it for 3P devs to go back and update games for a device that will go on to sell probably less than 15M units.

The highest FPS possible on PS5 is only 120 FPS. If you take a look at the 120 FPS games on PS5, they can run much higher than that on a 3080 if you turn the GFX down to match PS5 120 FPS mode settings. These games will also still run better on the 3080 compared to PS5 Pro, since PS5 Pro will most likely still be capped at 120 FPS.

The cap doesn't have anything to do with PS5. HDMI can only transmit 144 FPS in 2.1 standard at 4K. Few people have TVs above 120 hz anyway.
 

Gaiff

SBI’s Resident Gaslighter
4090 and 5800x, 32 gigs of RAM running at 3600 speed, though it's max is 4000. Looking to upgrade RAM CPU and Mobo soon...maybe before PS5 Pro...depends if a can find a good deal.
That RAM is really slow...but no, your rig isn't only 25% faster than the Pro. It will probably be much closer to twice as powerful but that RAM can seriously hold you back. I assume the CPU isn't too recent either.
 

Leonidas

AMD's Dogma: ARyzen (No Intel inside)
The cap doesn't have anything to do with PS5. HDMI can only transmit 144 FPS in 2.1 standard at 4K. Few people have TVs above 120 hz anyway.
Its a limitation of consoles. 3080 can do way beyond 120 FPS in some of the 120 FPS PS5 games (at PS5 settings). Same will be true vs. PS5 Pro.

There is no such limitation on PC.
 

shamoomoo

Member
Something is not making sense,these new leaks are suggesting the Pro GPU is clocked higher than the PS5,we know when games are pushing the PS5 its GPU frequency is reduced by 10%. Are the TOPs and FP16 performance just for the AI engine and separate from the GPU?
 
Its a limitation of consoles. 3080 can do way beyond 120 FPS in some of the 120 FPS PS5 games (at PS5 settings). Same will be true vs. PS5 Pro.

There is no such limitation on PC.
Yes, and so console games that are hitting 120 FPS will get increased resolution / fidelity instead. Same as with PS4 Pro / XOX.
 

Skifi28

Member
Plague tale was 30fps for a long time, what they did with performance patch suggest that CPU was limiting them before

Gotham knights is CPU limited as fuck and still 30fps

Same story with starfield

Dragons dogma is ~30fps

In most cases CPU is causing this so 30fps games won't become 60fps when there is almost no CPU upgrade in pro.

GTA 6 will more than likely be CPU limited with massive open world and constant ray tracing, possibility for performance mode is slim.
I have no idea why people insist on "cpu limited" so much. Plague take runs with an unlocked framerate from 60-90 and to achieve that they dropped resolution and settings. They didn't just magically optimize the code to achieve 3 times the performance, it just seems like they never planned a performance mode until they saw the fan demand. Gotham knights runs at 4k native with RT, we don't know for sure If they could achieve 60fps or not, but a 3600x on PC gets pretty close minus the traversal stutters the game suffers from on bike. We have no idea what the bottleneck in dogma 2 is without any PC benchmarks, but we'll know soon I guess. I will give you Starfield though, that game has tons of issues with cpus on PC too.

On the other hand we have quite a few examples of games making use of RT while also achieving 60fps like spiderman, metro, avatar, rachet etc. I think people really underestimate these cpus, they rarely seem to be the issue once you get rid of windows and have a more efficient OS in place.
 
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Fake

Member
Did he quit his job or something??? :D

Can't understand or trust the current Sony.

If Cerny still ahead, no worries. Besides the size, the base PS5 is a great machine.
Pretty safe to say he was in the thick of things circa 2022. ie: when the Pro was in deep design.




NB: everyone else here has an edit button. Am I special and its just assumed I don't do typos?

Glad to hear. Playstation without Cerny would be rather complicated.
 

Bojji

Member
Ok - so - 3.5 games out of like... 850...

So using your words...

Sounds like a real big problem right there yes.

I will add one thing here - the typical CPU bottlenecks in the kind of games R* produces, usually have nothing to do with RT or rendering to begin with.
Even dating back to PS2 era - GTA games were sub 30fps because of everything BUT putting pixels on screen.
And really - RT as a CPU problem? BVH updating 'better' get more efficient - not throw more hw at it. We've been stuck with the same limited interactivity in games for over 2 decades now and all people can think about when given more CPU power is - oh yea, let's use it to render even more static worlds, that's what's needed!

I'm GLAD that that there is this few games locked to 30fps, this is the best performing console generation in decades and people often forget about that.

You can also add games where performance mode is shit and unusable like FFXVI but even with them this number will be small.

Problem is that the biggest game ever is more than likely limited to 30fps and that super small CPU bump won't help with that. So far GTA games performed like shit on target platforms so 30fps lock would still be better than ~25fps in GTA 5 on PS5.

I really hope that they will be able to deliver that 40fps at least.
 

yamaci17

Member
I'm GLAD that that there is this few games locked to 30fps, this is the best performing console generation in decades and people often forget about that.
it is only that because PS5 and xbox series x were enjoying the enormous CPU bound optimizations developers did just so that their code can run at 30 fps on 1.6 ghz jaguar cores. remove that "enforcement" and suddenly you see the ugly truth. some "next gen" only games that had their code optimized already for lastgen also kept enjoying 60 fps modes like spiderman 2, but they will also become extinct with time as devs move to new engines / add new stuff that increase cpu render time

truth is: majority of ps5 userbase, in my opinion, don't care about games not having performance modes and these threads we discuss are just echo chambers. i'm sure dragon dogma 2, despite not having a solid 60 fps mode, and despite being a game that barely holds 30 fps, will be best seller for months on PS5

it is why the mentality of pairing a 2.2 ghz jaguar cpu with a rx 480 GPU carried on and we will be having the same zen 2 cpu paired with a decent GPU again.
 
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Fake

Member
I don't think games need to be patched, besides TLOUS horrible implementation of resolution.

Most of the games use dynamic settings and DRS, unlock frame rate, so as soon as you brute force they start to get a natural boost.

If a patch is need, would be just to turn OFF the AMD FSR and replace for PSSR.
 

shamoomoo

Member
So far ML in is only used for image reconstruction in dlss and xess, other use cases might appear when pro will be on the market.

RT hardware doesn't mean they don't have to add a lot of new cpu calculations when rt is enabled. Avatar devs experimented with different ways of doing rt stuff so maybe it work well enough even without cpu upgrade.



Plague tale was 30fps for a long time, what they did with performance patch suggest that CPU was limiting them before

Gotham knights is CPU limited as fuck and still 30fps

Same story with starfield

Dragons dogma is ~30fps

In most cases CPU is causing this so 30fps games won't become 60fps when there is almost no CPU upgrade in pro.

GTA 6 will more than likely be CPU limited with massive open world and constant ray tracing, possibility for performance mode is slim.
Is it or just a crappy developed game?

DD hasn't released yet, I'm not expecting a performance uplift if the game is struggling now in a preview build but I'll wait until release to see if the performance issues persist.
 
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Bojji

Member
I have no idea why people insist on "cpu limited" so much. Plague take runs with an unlocked framerate from 60-90 and to achieve that they dropped resolution and settings. They didn't just magically optimize the code to achieve 3 times the performance, it just seems like they never planned a performance mode until they saw the fan demand. Gotham knights runs at 4k native with RT, we don't know for sure If they could achieve 60fps or not, but a 3600x on PC gets pretty close minus the traversal stutters the game suffers from on bike. We have no idea what the bottleneck in dogma 2 is without any PC benchmarks, but we'll know soon I guess.

I will give you Starfield though, that game has tons of issues with cpus on PC too.

Plague tale was well below 50fps on places with 3600, in city and places with massive rat amounts, they weren't able to deliver more than 40fps at launch.

Months later they cutted a lot of stuff to make that performance mode possible, number of rats and their animation quality, animation quality of npcs and massive changes in vegetation in "open world" level near the end. Game was CPU limited and still is in graphics mode.

Gotham at launch was dropping below 40fps on 3600, DF tested this. They optimized this game since then but it's still not enough to deliver performance mode on consoles.

They probably could have done this without RT but who knows, that's what Jedi survivor devs did with performance mode that was dropping to 40fps on consoles. Without RT, near Perfect 60.
 
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yamaci17

Member
Plague tale was well below 50fps on places with 3600, in city and places with massive rat amounts, they weren't able to deliver more than 40fps at launch.

Months later they cutted a lot of stuff to make that performance mode possible, number of rats and their animation quality, animation quality of npcs and massive changes in vegetation in "open world" level near the end. Game was CPU limited and still is in graphics mode.

Gotham at launch was dropping below 40fps on 3600, DF tested this. They optimized this game since then but it's still not enough to deliver performance mode on consoles.

They probably could have done this without RT but who knows, that's what Jedi survivor devs did with performance mode that was dropping to 40fps on consoles. Without RT, near Perfect 60.
yep. this video sums up the problem perfectly

46:40



4x cache (32 mb), 4 ghz+ boost clocks and drops to 40s easily.

sure they improved it, and added some settings to remedy it so nowadays it is better. but it was extremely CPU limited at launch

GPU literally sleeps. the new zen 2 cpu on ps5 pro will most likely come near 3700x. and GPU will probably be more able than 3070ti with rasterization. yet as you can see, even this CPU is an extreme limitation IF you want high framerates.

what they will do, they will just push resolution like they did with ps4 pro and xbox one x.
 
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Leonidas

AMD's Dogma: ARyzen (No Intel inside)
the new zen 2 cpu on ps5 pro will most likely come near 3700x
I doubt it, due to the APUs lacking 3700X amounts of cache and the APU using high latency GDDR6 memory. There will be cases where it comes close, but other cases where it falls behind.

what they will do, they will just push resolution like they did with ps4 pro and xbox one x.
Only PSSSR can save the PS5 Pro's abysmal +45% raster in increasing the perceived resolution meaningfully.
 
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yamaci17

Member
I doubt it, due to the APUs lacking 3700X amounts of cache and the APU using high latency GDDR6 memory.


With only a 45% raster increase, its going to be an abysmal resolution increase. Nothing like the 2-4x increase we saw with PS4 Pro/X1X. Only PSSSR can save the PS5 Pro when it comes to resolution.
technically ps5 rasterization by itself is also bottlenecked by extremely slow ray tracing cores

much faster ray tracing performance may allow more than %50 perceived performance gains, at least on the GPU side, which may potentially allow it to increase resolution much further than what the rasterization increase would imply. this sometimes happens betweens RTX GPU family. on raster, there are situations where 4060 and 3060 battles it out, but ray tracing situations where 4060 takes the ball and run away.

ray tracing at times just drags down the entire GPU performance and PS5 GPU probably runs into similar situations. so faster ray tracing cores will probably make up for it. of course at 30 fps targets/resolutions

so it may go like this

ps5 : 60 fps with rasterization
ps5 : 30 fps with ray tracing (2x drop due to slow ray tracing cores)

ps5 pro: 90 fps with rasterization (assuming 1.5x increase over ps5)
ps5 pro: 60 fps with ray tracing (1.5x drop due to faster ray tracing cores)

or just take 6700xt and 3070. both have similar rasterization performance yet 3070 takes the ball and run away with ray tracing. why? simple, it has much faster ray tracing cores. I think this one is a better example.
 
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Bojji

Member
Is it or just a crappy developed game?

DD hasn't released yet, I'm not expecting a performance uplift if the game is struggling now in a preview build but I'll wait until release to see if the performance issues persist.

There will be crappy developed games, we can't do anything about that. But pro won't be able to brute force much better performance if game is limited by CPU power like PS5 was able to do with PS4 games in BC.

yep. this video sums up the problem perfectly

46:40



4x cache (32 mb), 4 ghz+ boost clocks and drops to 40s easily.

sure they improved it, and added some settings to remedy it so nowadays it is better. but it was extremely CPU limited at launch

GPU literally sleeps. the new zen 2 cpu on ps5 pro will most likely come near 3700x. and GPU will probably be more able than 3070ti with rasterization. yet as you can see, even this CPU is an extreme limitation IF you want high framerates.

what they will do, they will just push resolution like they did with ps4 pro and xbox one x.


Yeah, what I expect are performance modes with good image quality and more stable performance. Games that already targets 60fps on standard PS5 CPU.
 

Neo_game

Member
Only RT improvement is really big, 45% raster and some 28% faster ram was expected. Only 10% faster cpu though is disappointing.
 

Mr.Phoenix

Member
yep. this video sums up the problem perfectly

46:40



4x cache (32 mb), 4 ghz+ boost clocks and drops to 40s easily.

sure they improved it, and added some settings to remedy it so nowadays it is better. but it was extremely CPU limited at launch

GPU literally sleeps. the new zen 2 cpu on ps5 pro will most likely come near 3700x. and GPU will probably be more able than 3070ti with rasterization. yet as you can see, even this CPU is an extreme limitation IF you want high framerates.

what they will do, they will just push resolution like they did with ps4 pro and xbox one x.

And there are devs that will always do that. I dont think we should expect Sony to make hardware to accommodate for some devs incompetence. And don't kid yourself, even if Sony put a Zen 4 in that thing clocked at 5Ghz with a 4090-grade GPU, devs would still find a way to bottleneck their engines to hell and back and run their games at 30fps.

While we should judge the enjoyment of any game on its own merit, I do not know why we look at the quality and performance of games in a vacuum. For me, I think that it's only fair that for every underperforming APT game out there, we also look at games like HZFW or RE4 remake on the same hardware.

This sounds like a PS5.1

similar power to the original model but with better performance with RT and ML
Let me as you a question, and even if you dont answer it here, do try and honestly think about it and answer it honestly.

There are two GPUs.

GPU A has 17.5TF fp32, 12GB of RAM and costs $450.

GPU B has 18.6TF fp32. 16GB of RAM and costs $500.

GPU B has a real-world performance advantage of 18% over GPU B.

GPU A is called a 770XT and GPU B is called a 700XT. But you don't have to use these two GPUs, you can throw in a 4060/4070/ Or a 6700XT and a 6700XT....etc. Whatever. The question though is, do you consider these slightly different GPUs from the same family of products, as 0.1 iterations of themselves? Or do the rules that have been perfectly fine for every other electronic product suddenly just changed when it comes to consoles?
 

bitbydeath

Member
Therefore surely they should rename this system PS GTA 6 Pro....as why else buy it at this point?!

Will double dip GTA 6 for the PS6 in 2027/2028 would be more of a jump worth paying for.
They’ll show the games when it gets advertised.
I personally can’t wait to see how existing games like Elden Ring look in 8K.

Hugh Jackman Reaction GIF
 

Audiophile

Member
One issue with a weaker CPU on the Pro is that if devs are adamant about getting a 60fps performance mode out of the door in some form on a given game, then with a stronger CPU upgrade they could relegate that mode to the Pro and focus on getting the best simulation/game design possible on the base system at 30/40fps and scale up the fps on the Pro. But with a weak CPU upgrade they'll have to choose, complex simulation/game design at 30/40fps on both or simple simulation/game design at 60fps on both.

I know folks say most games aren't CPU-limited but I think that's very much a holdover from >10yrs of developing for circa-2011 underclocked netbook CPUs from the last gen. Games could and should be pushing the CPU more. We've been pushing pixels over everything else and game worlds have remained quite static.

Just having GTAVI be playable at 60fps on Pro would have been a major win but it'd probably require the base system having a 40fps base mode to begin with and then either a Zen4C @ 3.85GHz or a Zen2 @ 4.5GHz with extra cache on the Pro to reliably get it up ~50%. At a minimum I expect GTAVI to be intermittently CPU-limited.

I'll be getting a Pro still and I don't really care about 60fps myself outside of First-Person games, but I think 40fps is a very nice compromise, so I only hope they can manage that on the Pro along with visual upgrades (I expect the base system will be hitting ~35fps internally if it's getting a locked 30fps).
 

Bojji

Member
They’ll show the games when it gets advertised.
I personally can’t wait to see how existing games like Elden Ring look in 8K.

Hugh Jackman Reaction GIF

I bet they will finally add 8k output with new HDMI chip (that is able to do 48Gb/s) but don't really expect anything close to "real" 8k experience from this console. Only simple games will be able to render in native resolution like that.

Of course new upscaling will allow them to use much lower resolutions and reconstruct to 8k but how good it will look? We will see.
 

bitbydeath

Member
I bet they will finally add 8k output with new HDMI chip (that is able to do 48Gb/s) but don't really expect anything close to "real" 8k experience from this console. Only simple games will be able to render in native resolution like that.

Of course new upscaling will allow them to use much lower resolutions and reconstruct to 8k but how good it will look? We will see.
Think like PS4 Pro 4K, room for improvement but still noticeably improved to the point people will want to upgrade their TV’s.
 
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Audiophile

Member
Would be pretty cool if more rudimentary games that are already rendering at or near 4K could upscale to 8K internally and then subsample back down to 4K for really good AA.
 

Kenpachii

Member
technically ps5 rasterization by itself is also bottlenecked by extremely slow ray tracing cores

much faster ray tracing performance may allow more than %50 perceived performance gains, at least on the GPU side, which may potentially allow it to increase resolution much further than what the rasterization increase would imply. this sometimes happens betweens RTX GPU family. on raster, there are situations where 4060 and 3060 battles it out, but ray tracing situations where 4060 takes the ball and run away.

ray tracing at times just drags down the entire GPU performance and PS5 GPU probably runs into similar situations. so faster ray tracing cores will probably make up for it. of course at 30 fps targets/resolutions

so it may go like this

ps5 : 60 fps with rasterization
ps5 : 30 fps with ray tracing (2x drop due to slow ray tracing cores)

ps5 pro: 90 fps with rasterization (assuming 1.5x increase over ps5)
ps5 pro: 60 fps with ray tracing (1.5x drop due to faster ray tracing cores)

or just take 6700xt and 3070. both have similar rasterization performance yet 3070 takes the ball and run away with ray tracing. why? simple, it has much faster ray tracing cores. I think this one is a better example.

More / better RT also means most likely bigger CPU performance hit.
 

Leonidas

AMD's Dogma: ARyzen (No Intel inside)
technically ps5 rasterization by itself is also bottlenecked by extremely slow ray tracing cores

much faster ray tracing performance may allow more than %50 perceived performance gains, at least on the GPU side, which may potentially allow it to increase resolution much further than what the rasterization increase would imply. this sometimes happens betweens RTX GPU family. on raster, there are situations where 4060 and 3060 battles it out, but ray tracing situations where 4060 takes the ball and run away.

ray tracing at times just drags down the entire GPU performance and PS5 GPU probably runs into similar situations. so faster ray tracing cores will probably make up for it. of course at 30 fps targets/resolutions

so it may go like this

ps5 : 60 fps with rasterization
ps5 : 30 fps with ray tracing (2x drop due to slow ray tracing cores)

ps5 pro: 90 fps with rasterization (assuming 1.5x increase over ps5)
ps5 pro: 60 fps with ray tracing (1.5x drop due to faster ray tracing cores)

or just take 6700xt and 3070. both have similar rasterization performance yet 3070 takes the ball and run away with ray tracing. why? simple, it has much faster ray tracing cores. I think this one is a better example.
Or PS5 Pro could get much higher RT settings, which could keep the performance similar to the OG PS5, but with improved IQ. OG PS5 RT settings are low, very low in some cases.

I think it would make more sense for PS5 Pro to get much higher RT settings rather than just increasing FPS on the low RT settings of the PS5.
 

Ashamam

Member
More / better RT also means most likely bigger CPU performance hit.
Like I said earlier, I don't think they are shooting for more/better, they are shooting for less costly in GPU compute. Giving them back resources for other things. Thats not to say devs prioritise things differently, but I don't think its the intention of Sony. That will come in the PS6.
 

James Sawyer Ford

Gold Member
People that are concerned about the lack of CPU bump don't seem to have a good grasp of the reality of this refresh and the reality of the development landscape.

No, most games are *NOT* CPU limited to any great degree. CPUs can help with a lot of things, but in many ways devs are nowhere near ambitious enough to truly take advantage of them in any meaningful ways. Most game logic, physics, etc. is not much radically different from when developers were more constrained with Jaguar cores.

And if the PS5 Pro did introduce a modern CPU with much higher clocks - who would develop for it? You can't just magically write better AI code, or physics code, which would fundamentally change the way the game plays versus the mass market base PS5 audience. It does not make any sense to increase the CPU. We already get 60 fps games in the *VAST* majority of titles. By default, these games will get an instant bump to the 60 fps modes thanks to the higher raster, better RT, and superior AI methods.

We are only going to get a dramatic increase to the CPU when it's a new generation and developers slowly start taking advantage of it - but even when the PS6 launches, most devs will still be limited by 2020 console CPUs because we're back to the whole "cross gen" thing. It won't be until mid-PS6 generation that CPUs *MAY* start being taken advantage of, and even then it seems like the entire industry is having a brain drain moment. Maybe advancements in AI will help developers create more dynamic interactions that truly take advantage of additional CPU might.
 
People that are concerned about the lack of CPU bump don't seem to have a good grasp of the reality of this refresh and the reality of the development landscape.

No, most games are *NOT* CPU limited to any great degree. CPUs can help with a lot of things, but in many ways devs are nowhere near ambitious enough to truly take advantage of them in any meaningful ways. Most game logic, physics, etc. is not much radically different from when developers were more constrained with Jaguar cores.

And if the PS5 Pro did introduce a modern CPU with much higher clocks - who would develop for it? You can't just magically write better AI code, or physics code, which would fundamentally change the way the game plays versus the mass market base PS5 audience. It does not make any sense to increase the CPU. We already get 60 fps games in the *VAST* majority of titles. By default, these games will get an instant bump to the 60 fps modes thanks to the higher raster, better RT, and superior AI methods.

We are only going to get a dramatic increase to the CPU when it's a new generation and developers slowly start taking advantage of it - but even when the PS6 launches, most devs will still be limited by 2020 console CPUs because we're back to the whole "cross gen" thing. It won't be until mid-PS6 generation that CPUs *MAY* start being taken advantage of, and even then it seems like the entire industry is having a brain drain moment. Maybe advancements in AI will help developers create more dynamic interactions that truly take advantage of additional CPU might.
I expected people to be disappointed by the paper specs, let’s wait and see this thing run, hearing very good things about it.

I. Cant. Wait.
 

Killer8

Gold Member
I'm hoping that PSSR makes TAA obsolete for all games on the Pro. As much as I like TAA, its ghosting isn't ideal especially in racing games like GT7.
 

James Sawyer Ford

Gold Member
I expected people to be disappointed by the paper specs, let’s wait and see this thing run, hearing very good things about it.

I. Cant. Wait.

The only thing I'm disappointed with on paper is that we have a 70% bump in TFLOPS but only a 45% increase in raster (perhaps we don't really know definitively what this means or it just confirms that higher TFLOPs don't scale as much as we'd like), but my guess it this view will be misguided once we see the final outcome. Because, once you take everything together you get a pretty meaningful increase in image quality and don't really have to compromise much anymore on getting 60fps with a decent looking image.

If as what you say is true - that we are getting roughly 4070 performance on a console - that seems like a win to me. It wasn't too long ago that this type of performance was really high end on the PC market. Obviously PC has better now, but give that kind of technology on a closed platform and you will see developers like Kojima, Naughty Dog, etc. make fantastic looking titles that truly raise the bar.
 
No, most games are *NOT* CPU limited to any great degree. CPUs can help with a lot of things, but in many ways devs are nowhere near ambitious enough to truly take advantage of them in any meaningful ways. Most game logic, physics, etc. is not much radically different from when developers were more constrained with Jaguar cores.


Difference between 5800X and 7700X is only 23%... but the difference can be like 50% or more in some games. The 7800X3D can be another 25-30% on top of that.

Granted this is with a 4090.

but only a 45% increase in raster (perhaps we don't really know definitively what this means

It's likely 96 ROPs with a slight clock speed drop.
 
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