• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Moses85

Member
Yes, yes they do.
Season 7 Reaction GIF by The Office
 

Audiophile

Member
Hopefully we'll get 30th Anniversary Limited Edition Pros and Slims like the launch PS4 had for the 20th Anniversary. As much as I like the PS1 though, it'd be cool if they themed it around the PS2 this time (or one of each).
 

Loxus

Member
Nothing supposedly about it. Sony put in a DMCA claim against MLID, it's definitely a leaked document.


We got this leaked information way earlier relative to say the PS4 Pro (which leaked in July)

Somehow people don't want to focus on the fact that we didn't get confirmation of a PS4 Pro from Sony until September and here we are in June and people are super impatient around leaks and announcements.

Could we hear something before September? Sure. Could the PS5 Pro launch before November? Sure, but that's the precedent we have to go on.

Something I think *might* complicate matters is a 30th anniversary edition of the PS5. Consoles, plates, and controllers. And hopefully we see a 25th anniversary of the PS2 supported by plates and controllers too, which would come out or be announced in March of next year.

Big opportunity for Sony to sell quite a few peripherals, we'll see if they take it. Hopefully it's a little bit better than Jim Ryan's retirement peripherals/console.
Supposedly, because lots of things not adding up.
 

MikeM

Gold Member
Do you guys think SquareEnix would spend the development time to boost FFXVI performance on the Pro? I have a copy of the game still shrink-wrapped.
Unless the issue is on the CPU side (which I doubt), you’ll see probably a close to 60fps on a Pro with that about 1.7x GPU increase (ignoring other potential bottlenecks).
 

PaintTinJr

Member
Nothing supposedly about it. Sony put in a DMCA claim against MLID, it's definitely a leaked document.


We got this leaked information way earlier relative to say the PS4 Pro (which leaked in July)

Somehow people don't want to focus on the fact that we didn't get confirmation of a PS4 Pro from Sony until September and here we are in June and people are super impatient around leaks and announcements.

Could we hear something before September? Sure. Could the PS5 Pro launch before November? Sure, but that's the precedent we have to go on.

Something I think *might* complicate matters is a 30th anniversary edition of the PS5. Consoles, plates, and controllers. And hopefully we see a 25th anniversary of the PS2 supported by plates and controllers too, which would come out or be announced in March of next year.

Big opportunity for Sony to sell quite a few peripherals, we'll see if they take it. Hopefully it's a little bit better than Jim Ryan's retirement peripherals/console.
Do we have a expanded acronym for the "MF" part of the PSML MFSR in that document?

Along with my much older predictions that Spectral Analysis is using dynamic ML based on histogram frequency analysis to concentrate ML processing on identifying high frequency areas in the native renderer used for training, first and then trying to recover as much of that lost high frequency detail in the upscale, where the player will notice it most.

If the "MF" part hasn't been labelled, yet I wonder if it stands for "multiple frequency".
 

SF Kosmo

Al Jazeera Special Reporter
When I really care about cranking up the fidelity, I am gonna play on my PC. This is totally useless in my life, my PS5 can play PS5 games fine.
 
When I really care about cranking up the fidelity, I am gonna play on my PC. This is totally useless in my life, my PS5 can play PS5 games fine.
When I first learned about RT, it was presented to me as the graal of light rendering. Being able to simply simulate light instead of loosing time to fake it, it would allow devs to iterate much faster and get better results. Spiderman 2 shows that you can go RT only in a AAA PS5 game, and in the future some of that promise may become reality for this gen and future ones. I see the PS5 Pro, and the focus on a DLSS equivalent to do the same in the long term. Helping getting better games, faster. I know that it won't be the case at first, but I hope that it will one day.
 

SF Kosmo

Al Jazeera Special Reporter
When I first learned about RT, it was presented to me as the graal of light rendering. Being able to simply simulate light instead of loosing time to fake it, it would allow devs to iterate much faster and get better results. Spiderman 2 shows that you can go RT only in a AAA PS5 game, and in the future some of that promise may become reality for this gen and future ones. I see the PS5 Pro, and the focus on a DLSS equivalent to do the same in the long term. Helping getting better games, faster. I know that it won't be the case at first, but I hope that it will one day.
Yeah unfortunately I don't think it's quite enough on the RT front. I think some of these PC games that are doing path tracing really are realizing that dream of truly next gen lighting but it requires more than what's on offer here, and nVidia is so very far ahead on both RT and AI-baded technologies needed to make it work that I don't think Song can catch up with AMD silicon.
 

hussar16

Member
they would ahve to have me do a turn in incentive where i turn in my ps5 and pay 200 dollars, becasue i am not paying 600 dollars for more frames per second and not native 4k
 
Yeah unfortunately I don't think it's quite enough on the RT front. I think some of these PC games that are doing path tracing really are realizing that dream of truly next gen lighting but it requires more than what's on offer here, and nVidia is so very far ahead on both RT and AI-baded technologies needed to make it work that I don't think Song can catch up with AMD silicon.
The PS5 is probably not goot enough. The PS5 Pro, with PSSR and dual compute, who knows? Hopefully the PS6 will have path tracing, and that the PS5 Pro will somehow be able to cope. A man can dream. As for AMD not being able to compete, I don't think that will be a problem for Sony. As long as they can sell 100+ millions consoles each gen, they will get to be part of the cutting edge by default, like they made SSD standard now, even if it was obviously already the case for PC for a certain time already, but they and Microsoft raised the bar. Same with RAM for another example. Unless Nividia can use their advance to control how we will do path tracing, be it by patents or people being so accoustumed to do it their way that AMD will have to follow?
 

Loxus

Member
What isn't adding up?
MLID and DF having access to this kind of info without prior history and not having a good history of Sony leaking console specs.

2 Shader Engine with 60CUs don't match Cerny's previous design of 18CUs.

300TOPs and 67TFLOPs not matching.

300TOPs not matching the CU count or clocks.
The 7900XTX with 96CUs (192 AI Accelerators) and 2.5 GHz only has 123TOPs.

2.35 GHz with 60CUs not matching the 300TOPs and 67TFLOPs.

Drop clocks to 2.18 GHz not making sense. Strix Halo is rumored to run at upto 3.0 GHz @ 175W.
R11wTSL.png


Sony having a NPU for that 300TOPs would double die size looking at Strix Point NPU size, which only has 50TOPs.
dOY4DQu.jpeg


PSSR doesn't make sense from an R&D prospective. It makes more sense to share R&D with AMD to add AI/ML into FSR. Which makes sense for PC releases and we see Sony already updating the some of their PC games to FSR3.

The list goes on.
At the end of the day, Sony is still using AMD hardware. Sharing R&D helps keep the cost of the PS5 Pro down.

I'm not saying the PS5 Pro isn't real or not, I'm just saying don't expect leaks to be 100% accurate. We can't keep falling for rumors like we did with Tommy Fisher.
19m8gJX.jpeg
5Gl3kHl.jpeg
 

Zathalus

Member
Do we have a expanded acronym for the "MF" part of the PSML MFSR in that document?

Along with my much older predictions that Spectral Analysis is using dynamic ML based on histogram frequency analysis to concentrate ML processing on identifying high frequency areas in the native renderer used for training, first and then trying to recover as much of that lost high frequency detail in the upscale, where the player will notice it most.

If the "MF" part hasn't been labelled, yet I wonder if it stands for "multiple frequency".
Playstation Machine Learning Multi Frame Super Resolution.

As per Sony themselves “PSSR is a machine learning-enhanced version of Temporal Anti-Aliasing Upscal (TAAU). It will replace a game's existing temporal anti-aliasing or temporal upsampling. The inputs are "quite similar to DLSS or FSR" with full HDR support.”

It’s all on the second page of that document.
 
Last edited:

Zathalus

Member
MLID and DF having access to this kind of info without prior history and not having a good history of Sony leaking console specs.

2 Shader Engine with 60CUs don't match Cerny's previous design of 18CUs.
GPU architectures change, you can’t expect the GPU to keep a butterfly approach forever. PS4 Pro was the first attempt at a Pro console, I’d imagine the hardware and software design for regular console emulation has become far more advanced.
300TOPs and 67TFLOPs not matching.

300TOPs not matching the CU count or clocks.
The 7900XTX with 96CUs (192 AI Accelerators) and 2.5 GHz only has 123TOPs.

2.35 GHz with 60CUs not matching the 300TOPs and 67TFLOPs.
We have no idea how those numbers were calculated as the clock speeds of the GPU have a larger variance than prior consoles. Also the 300TOPs could be rounded up or down because it is so specific.

The comparison with the 7900XTX is also useless as we are talking about a new GPU architecture that is bringing up some large updates to ML acceleration.
Drop clocks to 2.18 GHz not making sense. Strix Halo is rumored to run at upto 3.0 GHz @ 175W.
R11wTSL.png


Sony having a NPU for that 300TOPs would double die size looking at Strix Point NPU size, which only has 50TOPs.
dOY4DQu.jpeg
Different GPU archs, different nodes (likely 6nm for Pro vs 4nm for Strix).
PSSR doesn't make sense from an R&D prospective. It makes more sense to share R&D with AMD to add AI/ML into FSR. Which makes sense for PC releases and we see Sony already updating the some of their PC games to FSR3.
PSSR may very well be based on a ML version of FSR that AMD plans to announce with RDNA4. Or Sony might have developed it because AMD is not bothering to do so. We just don’t have enough information yet.
The list goes on.
At the end of the day, Sony is still using AMD hardware. Sharing R&D helps keep the cost of the PS5 Pro down.

I'm not saying the PS5 Pro isn't real or not, I'm just saying don't expect leaks to be 100% accurate. We can't keep falling for rumors like we did with Tommy Fisher.
19m8gJX.jpeg
5Gl3kHl.jpeg
The leaks have come from like 5 different sources at this point.
 
Last edited:

Loxus

Member
The PSSR architecture is fully custom, therefore I honestly don't think it's appropriate to call this particular area of the silicon "AMD hardware".
You do know AMD can provide Sony with two choices for AI/ML right?

XDNA and RDNA with the AI accelerators.
hKXUg3g.jpeg


This thinking is like thinking Sony would drop AMD RT to create their own. It just doesn't make sense from a cost prospective.

Just share R&D and build on top of what AMD already has. That way, we can avoid having a $700 console.
 
Yeah unfortunately I don't think it's quite enough on the RT front. I think some of these PC games that are doing path tracing really are realizing that dream of truly next gen lighting but it requires more than what's on offer here, and nVidia is so very far ahead on both RT and AI-baded technologies needed to make it work that I don't think Song can catch up with AMD silicon.
"quite enough" is subjective in my opinion and will differ depending on who you are asking.

I think when Mark Cerny was designing the PS5 Pro, he didn't say "let's bump up the RT by 2.5-3x" and call it a day. I Imagine judging by his past history that he approached it by saying "how much RT capability do we need so that developers can implement their RT solution in a significantly more meaningful way than they did on the PS5", or "how much RT do we need so that we can make RTGI, RT Shadows and Reflections all run simultaneously in realtime at 60 or 30 FPS". I also imagine that there was heavy developer feedback in this process as well.

Path tracing is still far from becoming a standard on PC hardware when we account for both GPU capability and especially on the number of titles implementing it. We're still years off from even full ray tracing becoming a standard let alone path tracing. I suspect however that the PS5 Pro is a step in the right direction, and hopefully it will encourage more developers to pursue and develop a fully tay-traced pipeline in their game engines.

In a related subject, I'm curious if whether Sony has gone out fishing for marketing deals with 3rd party developers to show off the Pro. If they haven't approached 4A Games yet I think they're fools... Imagine what the next Metro game will be able to pull off in the ray tracing department.
 

Loxus

Member
GPU architectures change, you can’t expect the GPU to keep a butterfly approach forever. PS4 Pro was the first attempt at a Pro console, I’d imagine the hardware and software design for regular console emulation has become far more advanced.

We have no idea how those numbers were calculated as the clock speeds of the GPU have a larger variance than prior consoles. Also the 300TOPs could be rounded up or down because it is so specific.

The comparison with the 7900XTX is also useless as we are talking about a new GPU architecture that is bringing up some large updates to ML acceleration.

Different GPU archs, different nodes (likely 6nm for Pro vs 4nm for Strix).

PSSR may very well be based on a ML version of FSR that AMD plans to announce with RDNA4. Or Sony might have developed it because AMD is not bothering to do so. We just don’t have enough information yet.

The leaks have come from like 5 different sources at this point.
Clearly you don't understand AMD hardware and anything from Road to PS5.

We aren't lacking info from RDNA3.5 or RDNA4 either.
We have lots of info here.
AMD RDNA 3.5’s LLVM Changes

Examining AMD’s RDNA 4 Changes in LLVM

I can't be the only one here that's trying to make sense of the leaks. Where are all the tech guys from 2019-2020 are?
 

ChiefDada

Gold Member
You do know AMD can provide Sony with two choices for AI/ML right?

XDNA and RDNA with the AI accelerators.

Uh ok but Sony went with their own solution for whatever reason, more likely than not because it makes sense for purposes of levereging strictly for the Playstation console.

hKXUg3g.jpeg


This thinking is like thinking Sony would drop AMD RT to create their own. It just doesn't make sense from a cost prospective.

Clearly Sony has done the cost benefit analysis and decided to go "fully custom" with the ML upscaling architecture, and alternatively for RT, go with the "more powerful ray-tracing architecture" that is most likely lifted from RDNA 4.

Just share R&D and build on top of what AMD already has. That way, we can avoid having a $700 console.

There's not much "sharing" that can be done when you're building special purpose architecture that is to be used specifically for one platform, similar to PS5 I/O. Besides, all evidence points towards AMD FSR tech leaning general purpose for all GPUs to be able to run without the need for specialized hardware.
 

Loxus

Member
Uh ok but Sony went with their own solution for whatever reason, more likely than not because it makes sense for purposes of levereging strictly for the Playstation console.



Clearly Sony has done the cost benefit analysis and decided to go "fully custom" with the ML upscaling architecture, and alternatively for RT, go with the "more powerful ray-tracing architecture" that is most likely lifted from RDNA 4.



There's not much "sharing" that can be done when you're building special purpose architecture that is to be used specifically for one platform, similar to PS5 I/O. Besides, all evidence points towards AMD FSR tech leaning general purpose for all GPUs to be able to run without the need for specialized hardware.
This is the guy who first leaked the PS5 Pro specs before that leak document.



AMD doesn't have SSD/IO hardware available, so it's obvious Sony would have to create their own.
 
Last edited:

ChiefDada

Gold Member
So either the document if fake or Sony is using their own hardware.

Right, Sony is using their own proprietary hardware for ML upscaling. That's what I've been saying.

The document isn't fake. Sony successfully struck it down via copyright claim. They were legit.
 

Loxus

Member
Right, Sony is using their own proprietary hardware for ML upscaling. That's what I've been saying.

The document isn't fake. Sony successfully struck it down via copyright claim. They were legit.
Hurricane Beryl is affecting my island and I had stuff doing.

I meant to say this
So either the document is fake and Sony is using their own hardware or the document is real but that 300TOPs is just the total TOPs.
Like this.
hf9K2ER.jpeg


But I edited out to make it a separate post, cause the 300TOPs still ain't adding up.
 
Last edited:
Uh ok but Sony went with their own solution for whatever reason, more likely than not because it makes sense for purposes of levereging strictly for the Playstation console.



Clearly Sony has done the cost benefit analysis and decided to go "fully custom" with the ML upscaling architecture, and alternatively for RT, go with the "more powerful ray-tracing architecture" that is most likely lifted from RDNA 4.



There's not much "sharing" that can be done when you're building special purpose architecture that is to be used specifically for one platform, similar to PS5 I/O. Besides, all evidence points towards AMD FSR tech leaning general purpose for all GPUs to be able to run without the need for specialized hardware.
Sure and no surprises here. They also were and still are fully custom with their ID buffer that is still used in some PS5 games for different things, not only reconstruction. People are still surprised that some games using CBR are showing better results on PS5 like in Dragon dogma 2? Of course it's easy to say it's a bug on Xbox. But the most logical explanation would be that PS5 has hardware advantages with CBR reconstruction in Dragon Dogma 2 as it's the actual truth.
 
Last edited:

ChiefDada

Gold Member
Hurricane Beryl is affecting my island and I had stuff doing.

Stay safe.

I meant to say this
So either the document is fake and Sony is using their own hardware

Which document are we talking about? The MLiD leak, which is what I'm referring to, states the Pro is using "fully custom architecture" for PSSR. My position is the MLiD docs which cites custom ML architecture is real because Sony successfully executed a copyright strike against the leak.


or the document is real but that 300TOPs is just the total TOPs.
Like this.
hf9K2ER.jpeg


But I edited out to make it a separate post, cause the 300TOPs still ain't adding up.

Nah, it wouldn't make sense for Sony to list TOPS performance related to other areas of GPU/CPU. the 300 TOPS is specifically related to the dedicated PSSR hw imo.
 

Zathalus

Member
Clearly you don't understand AMD hardware and anything from Road to PS5.

We aren't lacking info from RDNA3.5 or RDNA4 either.
We have lots of info here.
AMD RDNA 3.5’s LLVM Changes

Examining AMD’s RDNA 4 Changes in LLVM

I can't be the only one here that's trying to make sense of the leaks. Where are all the tech guys from 2019-2020 are?
Road to PS5 is irrelevant when discussing the Pro. GPU architecture and priorities change over time. The link to RDNA4 mentions improved tensor capability and sparsity. The 300 TOPs figure is likely calculated with sparsity, as NVIDIA has done with newer generations.
 

Loxus

Member
Road to PS5 is irrelevant when discussing the Pro. GPU architecture and priorities change over time. The link to RDNA4 mentions improved tensor capability and sparsity. The 300 TOPs figure is likely calculated with sparsity, as NVIDIA has done with newer generations.
The PS5 Pro is still a PS5, just more powerful. If not, it would be the PS6, so Road to PS5 still applies.

We can't ignore the things Mark Cerny said in Road to PS5, for example:
"First we have a custom AMD GPU based on there "RDNA2" technology. What does that mean? AMD is continuously improving and revising their tech for RDNA2. Their goals were roughly speaking, to reduce power consumption by re-architecting the GPU to put data close to where it's needed, to optimize the GPU for performance and to add new more advanced feature set.

But that feature set is malleable, which is to say that we have our own needs for PlayStation and that can factor into what the AMD roadmap becomes.

So collaboration is born.

If we bring concepts to AMD that are felt to be widely useful, then they can be adopted into RDNA - and used broadly, including in PC GPUs.


If the ideas are sufficiently specific to what we're trying to accomplish, like the GPU cache scrubbers I was talking about, then they end up being just for us.

If you see a similar discrete GPU available as a PC card at roughly the same time as we release our console, that means our collaboration with AMD succeeded in producing technology useful in both worlds.

It doesn't mean that we, as Sony, simply incorporated the pc part into our console."



The bold in particular is very important.
RT and the AI Accelerators are useful in both the PS5 Pro and AMD GPUs.

RDNA4 and the PS5 Pro are releasing roughly the same time, so Sony and AMD collaborated again. This would apply to FSR as well. If PSSR is true, it'll just be FSR with Sony branding. Nothing majorly different.

We have some RDNA4 specs already.
j7USYXI.png



The closest thing to the PS5 Pro is either Navi32 or Navi48 but then that contradicts the leaks, since Navi32 has 3 Shader Engines and Navi48 has 4 Shader Engines and the PS5 Pro is rumored to have 2 Shader Engines.

PS5 Pro with 1 WGP(2CU) disabled for yields.
Navi32 = 60CU(3SE) / 54CU active for yields.
Navi48 = 64CU(4SE) / 56CU active for yields.



On to the sparsity talk.
Examining AMD’s RDNA 4 Changes in LLVM
RDNA 4 carries these instructions forward with improvements to efficiency, and adds instructions to support 8-bit floating point formats. AMD has also added an instruction where B is a 16×32 matrix with INT4 elements instead of 16×16 as in other instructions.

Since SWMMAC takes a sparse matrix where only half the elements are stored, perhaps RDNA 4 can get a 2x performance increase from sparsity.


i7oG2h2.png


Using MLiD clocks.
  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.18 GHz = 33.5 TFLOPs
  • FP16 = 256 × 2 AI Accelerators × 60 CU × 2.18 GHz = 67 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.18 GHz = 134 TOPs
  • 2x performance increase from sparsity = 268 INT8 TOPs
Still a ways of from 300TOPs.

Using Digital Foundry clocks.
  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.35GHz = 36.1 TFLOPs
  • FP16 = 256 × 2 AI Accelerator × 60 CU × 2.35 GHz = 72.2 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.35 GHz = 144 TOPs
  • 2x performance increase from sparsity = 288 Int8 TOPs
Close but Sony would of said 288 or 290 TOPs.

If we go by Kepler 2.45 GHz.

  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.45GHz = 37.6 TFLOPs
  • FP16 = 256 × 2 AI Accelerator × 60 CU × 2.45 GHz = 75.2 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.45 GHz = 150.5 TOPs
  • 2x performance increase from sparsity = 301 Int8 TOPs
The 300TOPs are very close but then the TFLOPs are way off from the leak document.

This is why I call the leak document, supposedly. I be keeping notes on the leaks and seeing a lot of inconsistencies.
 

rkofan87

Gold Member
I think at the very least any big PS5 exclusives will get some kind of Pro mode leveraging PSSR. I'm not sure something like FF XVI will get much more than that, but my bet would be that both fidelity and performance modes will get significant IQ and more modest performance improvements.

There are at least half a dozen games I'm waiting on for those sorts of improvements.
me as well i deleted most of my ps5 stuff will redownload them when i get the pro.
 

welshrat

Member
How do you guys think Sony will make a profit on the Pro? through hardware sales or will they charge extra for Pro versions of the game? or even both?
Nah they won't charge extra for games, that would be suicide. It will just keep focus on them for the next few years and also I doubt they will lost money on hardware.
 

Fafalada

Fafracer forever
2x performance increase from sparsity = 301 Int8 TOPs
I know NVidia does this but 'sparsity = fixed multiplier' is incredibly misleading. Not unlike using a fixed multiplier for lossless compression like a certain series...
Anyway I'm also not sure the math necessarily applies - every NVidia GPU since Turing had an exact 2x multiplier on TensorOps vs. RegularOps (ie. clearly there's some sort of execution resource sharing there, regardless of what dedicated 'units' we talk about) - so I'd be more inclined to believe that's what's happening here.

IIRC the leak did reference sparsity but as a separate optimisation - and I've never known Sony to do accounting of things in developer docs - it's not a marketing spec sheet.
 

shamoomoo

Member
The PS5 Pro is still a PS5, just more powerful. If not, it would be the PS6, so Road to PS5 still applies.

We can't ignore the things Mark Cerny said in Road to PS5, for example:
"First we have a custom AMD GPU based on there "RDNA2" technology. What does that mean? AMD is continuously improving and revising their tech for RDNA2. Their goals were roughly speaking, to reduce power consumption by re-architecting the GPU to put data close to where it's needed, to optimize the GPU for performance and to add new more advanced feature set.

But that feature set is malleable, which is to say that we have our own needs for PlayStation and that can factor into what the AMD roadmap becomes.

So collaboration is born.

If we bring concepts to AMD that are felt to be widely useful, then they can be adopted into RDNA - and used broadly, including in PC GPUs.


If the ideas are sufficiently specific to what we're trying to accomplish, like the GPU cache scrubbers I was talking about, then they end up being just for us.

If you see a similar discrete GPU available as a PC card at roughly the same time as we release our console, that means our collaboration with AMD succeeded in producing technology useful in both worlds.

It doesn't mean that we, as Sony, simply incorporated the pc part into our console."



The bold in particular is very important.
RT and the AI Accelerators are useful in both the PS5 Pro and AMD GPUs.

RDNA4 and the PS5 Pro are releasing roughly the same time, so Sony and AMD collaborated again. This would apply to FSR as well. If PSSR is true, it'll just be FSR with Sony branding. Nothing majorly different.

We have some RDNA4 specs already.
j7USYXI.png



The closest thing to the PS5 Pro is either Navi32 or Navi48 but then that contradicts the leaks, since Navi32 has 3 Shader Engines and Navi48 has 4 Shader Engines and the PS5 Pro is rumored to have 2 Shader Engines.

PS5 Pro with 1 WGP(2CU) disabled for yields.
Navi32 = 60CU(3SE) / 54CU active for yields.
Navi48 = 64CU(4SE) / 56CU active for yields.



On to the sparsity talk.
Examining AMD’s RDNA 4 Changes in LLVM
RDNA 4 carries these instructions forward with improvements to efficiency, and adds instructions to support 8-bit floating point formats. AMD has also added an instruction where B is a 16×32 matrix with INT4 elements instead of 16×16 as in other instructions.

Since SWMMAC takes a sparse matrix where only half the elements are stored, perhaps RDNA 4 can get a 2x performance increase from sparsity.


i7oG2h2.png


Using MLiD clocks.
  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.18 GHz = 33.5 TFLOPs
  • FP16 = 256 × 2 AI Accelerators × 60 CU × 2.18 GHz = 67 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.18 GHz = 134 TOPs
  • 2x performance increase from sparsity = 268 INT8 TOPs
Still a ways of from 300TOPs.

Using Digital Foundry clocks.
  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.35GHz = 36.1 TFLOPs
  • FP16 = 256 × 2 AI Accelerator × 60 CU × 2.35 GHz = 72.2 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.35 GHz = 144 TOPs
  • 2x performance increase from sparsity = 288 Int8 TOPs
Close but Sony would of said 288 or 290 TOPs.

If we go by Kepler 2.45 GHz.

  • FP32 = 60 CU × 4 SIMD32 × 32 × 2 × 2.45GHz = 37.6 TFLOPs
  • FP16 = 256 × 2 AI Accelerator × 60 CU × 2.45 GHz = 75.2 TFLOPs
  • Int8 = 512 × 2 AI Accelerators × 60 CU × 2.45 GHz = 150.5 TOPs
  • 2x performance increase from sparsity = 301 Int8 TOPs
The 300TOPs are very close but then the TFLOPs are way off from the leak document.

This is why I call the leak document, supposedly. I be keeping notes on the leaks and seeing a lot of inconsistencies.

If I'm not mistaken, Naughty Dog and Insomniac Games use TAA, also,Sony Santana Monica used ML for GOW: Ragnarok,I don't see why Sony would need a custom version of FSR of some of their studios were already doing temporal anti aliasing.


Heck, Sony problem could bring back MLAA or get a boost in checkerboard rendering.
 

Ashamam

Member
RDNA4 and the PS5 Pro are releasing roughly the same time, so Sony and AMD collaborated again. This would apply to FSR as well. If PSSR is true, it'll just be FSR with Sony branding. Nothing majorly different.
One or both could be true. Personally I subscribe to the theory the RT is 'inherited' but PSSR is not. Why? Because Sony has its own IP they use for TV upscaling which in theory could contribute into their own tech running on much faster hardware eliminating the usual TV processing time cost. Im not saying it is the same thing, because obviously PSSR has game centric inputs ala DLSS or FSR, but I think PSSR will utilise a blend of techniques. When comparisons start to be made I predict there will be unexpected results, probably surprising advantages, but at the very least differences that make it obvious its not a clone of existing techniques but has its own distinct characteristics.

The actual hardware itself is derived from AMD and not particularly bespoke to Sony (at least in the core sense, arrangement may be), but the software will be. I also wonder whether the iSize acquisition contributed to the underlying IP in use.
 
Last edited:

DenchDeckard

Moderated wildly
Do we think this will be more successful than ps4 pro or less?

I think if they have an awesome demo and show of the PSSR well it could be more impressive than the PS4 pro and lead to more sales.
 

DJ12

Member
Do we think this will be more successful than ps4 pro or less?

I think if they have an awesome demo and show of the PSSR well it could be more impressive than the PS4 pro and lead to more sales.
Well I'm definitely buying one and skipped the ps4 pro so they will get at least one more sale
 
Top Bottom