DonF
Member
First time?Talking about next gen while the current one is not even started in earnest yet just feels wrong.
This happens every gen hahaha
First time?Talking about next gen while the current one is not even started in earnest yet just feels wrong.
More so than any other Sony console we can predict with 90% sureness what the next PS, either PS6 or Pro, will be.
It will be a 72CU GPU with a frequency of around 2.5ghz giving it around 23tflops of compute.
On top of that it will have the same Int8 and Int4 lower precision abilities as the XSX for ML capabilities.
There will be advanced Ray Tracing tech from AMD and Sony will absolutely adopt Mesh Shaders and VRS in the next one.
There will be a 8 core Zen 4 CPU clocked at 4.2ghz giving it about 2 x the IPC gains over Zen 2.
Depending on how the SSDs take the load off RAM requirements I expect it to arrive with similar GB levels but a much higher bandwidth. There won't be an increase in the SSD speed if the RAM stays the same.
With MS who knows, as they arnt bound by the same requirements to maintain BC as Sony are on the PS.
designing a game system takes years, of course planning for PS6/Xbox Next has already started, it has to if they’ll be out in 4-5 years.
Can we stop to sell the MS full RDNA2 features as something of necessary for the next playstation? Please. And mesh shaders highly probably are already there on ps5. Just not named AMD mesh shaders. I invite to look again what Cerny said about the shaders and the triangle capabilities of the ps5 GE. He claimed Ps5 can replaces triangle with shaders via GE and surprise, this is what mesh shaders do to save performance, from my humble limited knowledgeMore so than any other Sony console we can predict with 90% sureness what the next PS, either PS6 or Pro, will be.
It will be a 72CU GPU with a frequency of around 2.5ghz giving it around 23tflops of compute.
On top of that it will have the same Int8 and Int4 lower precision abilities as the XSX for ML capabilities.
There will be advanced Ray Tracing tech from AMD and Sony will absolutely adopt Mesh Shaders and VRS in the next one.
There will be a 8 core Zen 4 CPU clocked at 4.2ghz giving it about 2 x the IPC gains over Zen 2.
Depending on how the SSDs take the load off RAM requirements I expect it to arrive with similar GB levels but a much higher bandwidth. There won't be an increase in the SSD speed if the RAM stays the same.
With MS who knows, as they arnt bound by the same requirements to maintain BC as Sony are on the PS.
PS5 started development in 2015 I believe and PS4 in 2008. This is a normal cycle, 2 years after release is when they start hitting it for next gen.Talking about next gen while the current one is not even started in earnest yet just feels wrong.
You'd think, but just read this thread, apparently people think a chip rework goes from pre-production to release in a year lol.LoL, next gen console development starts right after current gen console shipped, there's no news.
yeah, the train can't stop, if Sony/MS/Nintendo/Nvidia/AMD or anyone else takes a break, the competition will lap them. No time to ever celebrate, soon as one product launches you better already be working on the next.Inb4 “I can’t even get a PS5 now”
Try harder scrubs. Crazy to think we are talking about next gen when there is still supply constraints but I suppose this train never stops.
Nvidia makes Tegra SOC and has done so for many years. Used in the switch, shield etc.I know that Nvidia doesnt make custom SoCs, but I wanted them to make these for consoles so freakind bad
DLSS and way better RT performance are so important
PS5 is really hurting without those two (assuming that it even lacks that to begging with, from what I can tell Sony has their own implementations).There will be advanced Ray Tracing tech from AMD and Sony will absolutely adopt Mesh Shaders and VRS in the next
Why are you asking questions that make sense? If there is some tech that the Xbox allegedly has that the PS5 doesn't we need to jump to the conclusion that Sony made a big mistake, it's irrelevant that so far when actually running games the PS5 doesn't seem to be missing any of that.To do what? How is it used currently in Xbox games?
DX12 isnt exactly the best way to push an hardware based to a low level access api as ps5 eh.PS5 is really hurting without those two (assuming that it even lacks that to begging with, from what I can tell Sony has their own implementations).
Maybe Sony will adopt DX12 in the future too, that way they can have things the PS5 is missing like Velocity Architecture, DXR, sampler feedback or some other proprietary MS tech.
Why are you asking questions that make sense? If there is some tech that the Xbox allegedly has that the PS5 doesn't we need to jump to the conclusion that Sony made a big mistake, it's irrelevant that so far when actually running games the PS5 doesn't seem to be missing any of that.
If only PS5 had DX12 then, it would be doing even better. Too bad Sony didn't think about having a low level access API...DX12 isnt exactly the best way to push an hardware based to a low level access api as ps5 eh.
Are you serious? There is nothing of superior in a DX12 enviroment especially for a custom hardware. Have you seen how lacking raytracing on xbox compared the sony first parties? Guess the reason. Wish DX12 for the next playstation it's almost as to demand to Apple to have Windows for better performance.If only PS5 had DX12 then, it would be doing even better. Too bad Sony didn't think about having a low level access API...![]()
Nah, Mesh Shaders has a different hardware pipeline than Primitive Shaders.I doubt the feasibility of a 72 CU at 2.5 Ghz in a mass produced console design, especially when we consider silicon costs as well as yields.
As for PS5 "adapting Mesh Shaders", it already has the hardware for it, and Mesh Shaders are simply an API implementation.
As for what I think the design will be, I don't think we should speculate too much on hardware specifications because it's too early. I do think it's a good guess to say the PS6 will have a heavy focus on upsclaing technology and ray-tracing, Sony have always been known for efficiency over brute force approach and FSR 2.0 and DLSS 2 are very promising tehcnologies and it's likely future consoles will go down that route. As for ray-tracing, I think even Mark Cerny was surprised at how many of the Sony first parties began adopting it when you consider the limited nature of the hardware, but i do see it as something Sony will heavily invest in future consoles, especially when you think about Cerny's comments on "ray-tracing being the third era of graphics"
The way ps5 GE handle Primitive Shader and triangles it's very similar to the mesh shaders scope though. I wouldnt be surprise if Sony just uses different words for similar tech.Nah, Mesh Shaders has a different hardware pipeline than Primitive Shaders.
They have a similar job but are dine slightly differently, and that difference is hardware related.
When or if Sony release a new console will have alot to do with when they can put that together and cool it at the right price. They are at the mercy of node shrinks a bit.
It's nothing about a Microsoft sell, it's about making sure the PS version of games have the exact same care as PC and Xbox.Can we stop to sell the MS full RDNA2 features as something of necessary for the next playstation? Please. And mesh shaders highly probably are already there on ps5. Just not named AMD mesh shaders. I invite to look again what Cerny said about the shaders and the triangle capabilities of the ps5 GE. He claimed Ps5 can replaces triangle with shaders via GE and surprise, this is what mesh shaders do to save performance, from my humble limited knowledge
You should stop to check the tech semantic and look more to the real purpose of such tech. Mesh Shaders are about to save performance in draws triangle with shaders (from what I have understood). GE on ps5 is already capable to replace triangles with shaders (from Cerny words). We are talking of the same water just with a different "surface".It's nothing about a Microsoft sell, it's about making sure the PS version of games have the exact same care as PC and Xbox.
You don't need to have DX12 to have Mesh Shaders or VRS on RDNA2. AMD also used Direct RT solely for their Ray Tracing on their RDNA2 cards yet Sony has RT using their own API.
Mesh Shaders and VRS are on Nvidia cards using Vulkan as well as DX12.
With PC being the lead platform on the vast majority of games now, and MS having PC and Xbox in their GDK, Mesh Shaders will be implemented first and then the PS5 version will have Primitive Shaders coded after. It's easier for Sony to match the tech and not have to worry about anyone being lazy with their version of the game.
Mesh Shaders will become the industry norm, so if Sony have the ability to add it and not have to use DX12, which they should be able to, then they will lost likely do it.
Yes, they have a similar function but a different pipeline. If it costs nothing to standardize, and their could be benefits in performance, then they would do it, one would think. Well, I can't think of a negative reason not to,. But then again I'm not a GPU technician so I could be missing a big reason as to why it's not feasible.The way ps5 GE handle Primitive Shader and triangles it's very similar to the mesh shaders scope though. I wouldnt be surprise if Sony just uses different words for similar tech.
Listen, we already seen dozen of games use MS VRS and still I have to see yet some games put in trouble ps5 because they lacking of VRS just there.Yes, they have a similar function but a different pipeline. If it costs nothing to standardize, and their could be benefits in performance, then they would do it, one would think. Well, I can't think of a negative reason not to,. But then again I'm not a GPU technician so I could be missing a big reason as to why it's not feasible.
I just think that it's all about standardisation with GPUs at this point. Even Intel's new GPUs will have Mesh Shader support.
Who's talking?Talking about next gen while the current one is not even started in earnest yet just feels wrong.
What are you on about?Listen, we already seen dozen of games use MS VRS and still I have to see yet some games put in trouble ps5 because they lacking of VRS just there.
Incorrect.Nah, Mesh Shaders has a different hardware pipeline than Primitive Shaders.
They have a similar job but are dine slightly differently, and that difference is hardware related.
When or if Sony release a new console will have alot to do with when they can put that together and cool it at the right price. They are at the mercy of node shrinks a bit.
Just obvious stuff. You no need to use DX12 or the AMD standard to peak similar hardware performance.What are you on about?
Now that I'm reading you post, I miss interpreted it. The PS5 API seems to be fine based on how well it is doing comparatively.Are you serious? There is nothing of superior in a DX12 enviroment especially for a custom hardware. Have you seen how lacking raytracing on xbox compared the sony first parties? Guess the reason. Wish DX12 for the next playstation it's almost as to demand to Apple to have Windows for better performance.
How do you explain Doom Eternal?Just obvious stuff. You no need to use DX12 or the AMD standard to peak the same hardware performance.
What exactly you have seen in Doom Eternal which show a clear inferiority of the ps5 version? Personally I'm not a big fan of VRS especially when shows worst IQ for higher native resolution. Seems an incredible contradiction IMO.How do you explain Doom Eternal?
FO SHOPS5 PRO lets GO
give the paper link or more precise information or pls stop pushing uninformed personal opinionThe way ps5 GE handle Primitive Shader and triangles it's very similar to the mesh shaders scope though. I wouldnt be surprise if Sony just uses different words for similar tech.
We have seen VRS 1.0, but the advances with VRS 2.0 are well worth it. As this generation moves forward and we see more demanding games that really start to tap out the CPU and GPU further then VRS and other efficiency tools will become far more important. Not sure why you wouldn't want a console to have it. It's just another option for developers to use if they need it.Listen, we already seen dozen of games use MS VRS and still I have to see yet some games put in trouble ps5 because they lacking of VRS just there.
It's not just an API or "MS trademark" thing. There is a different hardware with it.Incorrect.
The pipeline is different on a software level, Mesh shaders replace the pipeline while Primitive Shaders modify the old one, the goal is the same however which is to grant graphics access to compute shader functionality.
The hardware necessary for Mesh and Primitive Shaders to function has been in all AMD GPU's since Vega, in the from of NGG fast path (next-generation geometry). This includes RDNA 1 as well but it most likely lacks driver support.
All AMD documentation and white papers support this.
The best write up I have seen on Primitive vs Mesh shaders is here.Incorrect.
The pipeline is different on a software level, Mesh shaders replace the pipeline while Primitive Shaders modify the old one, the goal is the same however which is to grant graphics access to compute shader functionality.
The hardware necessary for Mesh and Primitive Shaders to function has been in all AMD GPU's since Vega, in the from of NGG fast path (next-generation geometry). This includes RDNA 1 as well but it most likely lacks driver support.
All AMD documentation and white papers support this.
It's not just an API or "MS trademark" thing. There is a different hardware with it.
You don't have to believe it if you don't want.
Primitive Shaders and Mesh Shaders do a similar task, yes, but it's not an API thing.
The best write up I have seen on Primitive vs Mesh shaders is here.
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Primitive Shader: AMD's Patent Deep Dive
Primitive shader was mentioned in The Road to PS5 video, many suspected it was just another term for Mesh Shader, some said they are different concepts and thus PS5 would not support mesh shader. AMD's own marketing did not help clear the confusion, so I decided to take a look at their patent...www.resetera.com
Have a read. Mesh Shaders are more refined and have more programmability.