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

GPU L1 cache per SA:

PS5 PRO: 256 kb, ~17 kb per CU (256÷15)
PS5: 128 kb, ~14.2 kb per CU (128÷9)
XSX: 128 kb, ~9.8 kb per CU (128÷13)

Almost double the Series X, curious to see how well this plays out in terms of real world performance. The RAM bandwidth isn't impressive so hopefully this can make up for some of it.
 

Lysandros

Member
Almost double the Series X, curious to see how well this plays out in terms of real world performance. The RAM bandwidth isn't impressive so hopefully this can make up for some of it.
To be fair GPU L2 situation is in favor of PS5/XSX.

PS5 PRO: 4 mb, ~66.7 kb per CU
PS5: 4 mb, ~111 kb per CU
XSX: 5 mb, ~96 kb per CU

(Not to overlook L0 increase from 16 kb to 32 kb on PS5 PRO.)
 
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twinspectre

Member
Was this posted here?

I am not seeing a big upgrade here. Were there other screenshots in his video?
yXQuLcs.jpg
If you want to play with raytracing + 60fps and 4K be ready for disappointment, because bigger games won't give you all of that goodness.
In FHD then things are going to be different, because in FHD you can have your 60fps and raytracing.
 
DF are saying that PS5 Pro supports Mesh Shaders as well, although a lot of context is missing here and it raises a lot of questions. What do they mean support? on a hardware level or a software level?

We already know PS5 has the hardware for Mesh Shaders, but there's a potential lack of API support. Maybe there's an updated API for the Pro?

We also know that Mesh Shaders aren't natively supported on AMD hardware (RDNA whitepapers don't make mention of Mesh Shaders either), they are compiled down to Primitive Shaders on all Radeon GPU's including the Series X/S. Maybe RDNA 3.5 and 4 introduce a new hardware feature which allows for native mesh shader support and the Pro will benefit from this.

On Pro's "Mesh Shader" support :




EDIT :

Simple explanation is that the PS5 Pro's API has a new shader stage to take advantage of RDNA 3's newer geometry engine and mesh shader functionality, more specifically the "Mesh Shader Fast Launch State", which is more in line with DX12 API.
 
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