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Next-Gen PS5 & XSX |OT| Console tEch threaD

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TGO

Hype Train conductor. Works harder than it steams.
UE66xLL.jpg


This is the info he was sent...again, salt required.
The 18Tfops makes this hard to believe but everything else seems believable.
Sony actually doing the testing and fine tuning themselves and not AMD with their employees posting everything on Pastebin like people believe makes more sense.
And MS having Cooling problems would explain the design of the XSX.
Don't know, the 18Tfops is off putting.
Nah its all BS.
 

Tiago07

Member
If the devkit is actually 18TF which it is not, then it would be faster than a Titan RTX
Yes but even the retail version being 14 TF I think it would be a 2080 ti killer and possibly Titan RTX too. The performance can become equivalent to a probably RTX 3080 ampere
 

Disco_

Member
yes .5700 and 5700XT core are not compatible with AMD ray tracing and VRS.

Not sure that's technically correct.
They don't support rt or vrs, doesn't mean they aren't compatible. Neither ps5 nor xsx will be on 7nm+ yet both will have rt and vrs and by your logic, those are limited to big navi which is 7nm+. Remember that ps4 had rpm and fp16 support even those weren't supported by polaris.


That's what happens when you cut l3 cache. AMD uses it to get around some of the latency issues ryzen2 has. When you take that away in the mobile chips, performance goes down. 4800 should be close to 1700x in performance which is what flute was comparable to.
 

pawel86ck

Banned
We should stop the madness at some point there will never be a dual gpu. It’s expensive and inefficient.
Maybe, but for some reason PS5 leaks keeps mentioning dual GPU since the beginning. Also there are leaks suggesting 2x higher retail price for PS5, so who knows. One month from now we should know all the details and finally stop dreaming about dual GPU... because we will get only 9.2TF 😅😃
 
Last edited:

ethomaz

Banned
I think you guys are thinking two much in GCN way with 4 SE with 16CUs each.
You can disable 1CU in each SE to the schedule continue synced.

RDNA changes that.

RDNA full SE has 10DCUs or 20CUs.
You can disable 1DCU per SE to have schedule right.
 
Last edited:
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Reactions: TLZ

Reindeer

Member
What is wrong with you people? Most people in this thread are clueless about electronic parts.

ZEN2 is ZEN2 U , H OR X version . ryzen 3600 is just 8 core chiplet with 2 cores disabled.

4800u is the same cpu as 3700x or 3800x but with only 8mb l3 cache and with lower clocks inside apu.

Console will have 8 core 16threads , 16MB or 8MB l3 cache 3-3.5Ghz lockd during heavy load ( gaming).
Dude, chill out, I was talking about benchmark performance and not direct comparison in terms of specs. Benchmarks wise 4800H performs slightly better than 3600.
 
Last edited:

Hellgardia

Member
Well the 4800H does have a 2.9/4.3Ghz base/boost clocks while the R7 3700X has a 3.8/4.4Ghz base/Boost clocks so that also influences the score.
 

Tiago07

Member
80 CUs (dual RX 5700) should be 5248 SP. In order to hit 18TF on 80CUs GPU you need 1715MHz.

However retail unit should have 72 CUs active and with lower clocks on top of that.

72 CUs (4608 SP) x 1520 MHz x2 = 14 TF
Yes but I still prefer to believe in a 64 CUs GPU at 2,2Ghz, but at this point even a dual GPU is not a bad idea to get the 18TF due to the situation that has been put to us
 
In the beginning PS5 was rumored to be close to 12, then leak stated 9.25, but may be 10 because it is rumored that both are double digits, but now its close to 13-14 because of possible dual gpu.

There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.

Perhaps the technology is not ready for a full beast mode for raw power, but that could possibly be achieved by PS5Pro but I still highly doubt it. With PS4Pro, and PS5 9.2 TFLOP, Cerny seems to be more focused on more with less, and if you can get the target visuals with bare minimum why is more 'brute force' necessary with extra cost?

Its like Sony plays more like a clever fox, versus Microsoft plays more like a wolf.
 

Nickolaidas

Member
There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

They don't have a choice. Phil's 'do the math' promo has made it really hard to pull those crazy 18TF number out the leakers' asses. No one will believe them. So they have to be consistent. Sony, on the other hand, hasn't said anything about TFs so any leaker can ride the 'forget github' train and pull any number he likes out of his butthole.
 

Ellery

Member
Wait are we memeing right now or are there genuinely people that believe 18TF to be a possibility? Is this some sort of Flat Earth believing stuff going on?

Or did I miss a memo from Mark Cerny where he came bock from the year 2025 with a GPU that could actually do 18 TF and not consume 400W?

Anyone believing anything close to 14-18TF will be DEVASTATED soon.
Just do the math, but when you do it don't forget power draw/heat when throwing around napkin math to achieve 18TF on theoretical perfect chips that have zero defective units which would NEVER work on a mass production product.

If we get anything around 10-12~ TFLOPs this year in a console that would be a huge win and comperatively better than what the PS4 offered in 2013, because the PS4 was only 1/3 !!!!!!!! of the power of the best GPU at that point. How come in 2020 people believe that a console is going to have twice the power of the best AMD GPU and 40% more power than the 1250$ RTX 2080 Ti.

And on top of all that you have to add dedicated ray tracing hardware. It produces heat/power aswell.
 
Last edited:

Tiago07

Member
In the beginning PS5 was rumored to be close to 12, then leak stated 9.25, but may be 10 because it is rumored that both are double digits, but now its close to 13-14 because of possible dual gpu.

There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.

Perhaps the technology is not ready for a full beast mode for raw power, but that could possibly be achieved by PS5Pro but I still highly doubt it. With PS4Pro, and PS5 9.2 TFLOP, Cerny seems to be more focused on more with less, and if you can get the target visuals with bare minimum why is more 'brute force' necessary with extra cost?

Its like Sony plays more like a clever fox, versus Microsoft plays more like a wolf.
In the beginning was suppose 13TF, I guess because of Klee's information.

I think the 9.2TF is not the best choice to bet, these Github rumors have a lot of problems yet.

The best choice yet is PS5 and SeX closely I think. Sony recently realese your new Bravia TV with the focus in PS5 and SeX, and both consoles have focus in 4K, 120fps and 8K, so the hardware has to be similar too
 
Last edited:

Insane Metal

Gold Member
Not sure that's technically correct.
They don't support rt or vrs, doesn't mean they aren't compatible. Neither ps5 nor xsx will be on 7nm+ yet both will have rt and vrs and by your logic, those are limited to big navi which is 7nm+. Remember that ps4 had rpm and fp16 support even those weren't supported by polaris.


That's what happens when you cut l3 cache. AMD uses it to get around some of the latency issues ryzen2 has. When you take that away in the mobile chips, performance goes down. 4800 should be close to 1700x in performance which is what flute was comparable to.
That's a damn impressive performance for 45W chip. And that's 45W for CPU + GPU since it's an APU.
 

Audiophile

Member
'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)

  • ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
  • NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
  • Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
  • Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)



MEMORY SYSTEM
  • HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
  • DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
  • Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
  • Storage: Replaceable M.2 NVMe SSD | 1TB Default
  • HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
  • Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
  • Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
  • Wireless: Bluetooth + Wi-Fi 6

MEDIA
  • DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
  • Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
  • PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
  • Background video recording with higher bitrate options and up to 4k/60.
  • Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
  • Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
  • 1080p Output Render Minimum: 1080P Native
  • 1440p Output Render Minimum: 1440P Native
  • 2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
  • 4320p Output Render Minimums: Same as 2160p
  • Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
  • Forced 16x Anisotropic Filtering
  • Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
  • Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
  • Colour Space: BT.2020
  • When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
  • Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
  • Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
  • System-Wide HDR Calibration

BC/NATIVE MODES
  • PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
  • PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
  • PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
  • PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
  • PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
  • PS5 Native 'Balanced': CPU @ 3.5GHz / GPU 48CU @ 1875MHz (Balanced Compute/Fillrate, Dynamic Developer Selectable Option)
  • PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
  • Customise Control Mapping
  • Customise Accessibility Options
  • Enable / Disable + Tweak HDR
  • Enable / Disable + Tweak VRR
  • Enable / Disable Super-Sampling (1080/1440p Displays Only)
  • Audio Output: Bitstream, PCM etc.
  • Enable / Disable Boost-Mode (PS4 BC Titles Only)
  • Etc..

STANDARD CONTROLLER
  • Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
  • Two Upgraded Speakers + Mic
  • Refined Touchpad Retained for Full BC.
  • High-Capacity Battery, USB 3 Type-C + Fast-Charging
  • Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
  • Release: Sept/Oct 2022.
  • Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
  • Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls
 
Last edited:
In the beginning was suppose 13TF, I guess because of Klee's information.

I think the 9.2TF is not the best choice to bet, these Github rumors have a lot of problems yet.

The best choice yet is PS5 and SeX closely I think. Sony recently realese your new Bravia TV with the focus in PS5 and SeX, and both consoles have focus in 4K, 120fps and 8K, so the hardware has to be similar too

I honestly expect both systems to be very close spec wise, I know one might have a slighty faster APU and another will have a slightly faster SSD, etc., etc. but in the end I expect a near parity in performance. I know each system will have some unique customizations specific to each system, so that will be interesting to find out what those are, I know Sony was talking up 3D audio using ray tracing so I can't wait to hear the difference compared to this gen!
 

Insane Metal

Gold Member
'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)

  • ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
  • NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
  • Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
  • Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)



MEMORY SYSTEM
  • HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
  • DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
  • Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
  • Storage: Replaceable M.2 NVMe SSD | 1TB Default
  • HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
  • Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
  • Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
  • Wireless: Bluetooth + Wi-Fi 6

MEDIA
  • DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
  • Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
  • PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
  • Background video recording with higher bitrate options and up to 4k/60.
  • Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
  • Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
  • 1080p Output Render Minimum: 1080P Native
  • 1440p Output Render Minimum: 1440P Native
  • 2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
  • 4320p Output Render Minimums: Same as 2160p
  • Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
  • Forced 16x Anisotropic Filtering
  • Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
  • Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
  • Colour Space: BT.2020
  • When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
  • Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
  • Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
  • System-Wide HDR Calibration

BC/NATIVE MODES
  • PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
  • PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
  • PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
  • PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
  • PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
  • PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
  • Customise Control Mapping
  • Customise Accessibility Options
  • Enable / Disable + Tweak HDR
  • Enable / Disable + Tweak VRR
  • Enable / Disable Super-Sampling (1080/1440p Displays Only)
  • Audio Output: Bitstream, PCM etc.
  • Enable / Disable Boost-Mode (PS4 BC Titles Only)
  • Etc..

STANDARD CONTROLLER
  • Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
  • Two Upgraded Speakers + Mic
  • Refined Touchpad Retained for Full BC.
  • High-Capacity Battery, USB 3 Type-C + Fast-Charging
  • Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
  • Release: Sept/Oct 2022.
  • Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
  • Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls
Goddamn, congratulations on writing that up. You should create a pastebin file to fuck around with people. lol
 

Tiago07

Member
Wait are we memeing right now or are there genuinely people that believe 18TF to be a possibility? Is this some sort of Flat Earth believing stuff going on?

Or did I miss a memo from Mark Cerny where he came bock from the year 2025 with a GPU that could actually do 18 TF and not consume 400W?

Anyone believing anything close to 14-18TF will be DEVASTATED soon.
Just do the math, but when you do it don't forget power draw/heat when throwing around napkin math to achieve 18TF on theoretical perfect chips that have zero defective units which would NEVER work on a mass production product.

If we get anything around 10-12~ TFLOPs this year in a console that would be a huge win and comperatively better than what the PS4 offered in 2013, because the PS4 was only 1/3 !!!!!!!! of the power of the best GPU at that point. How come in 2020 people believe that a console is going to have twice the power of the best AMD GPU and 40% more power than the 1250$ RTX 2080 Ti.

And on top of all that you have to add dedicated ray tracing hardware. It produces heat/power aswell.
I don't think anyone here belive in 18TF PS5's GPU in retail version. It was just a debate if the 18TF is possible to reach...

But belive in retail version will have something around 13TF, is not a Impossible thing
 
Last edited:

Reindeer

Member
I swear some people on this thread live in some fantasy land. Do you know how much an 18 tflops machine would cost to produce? Sony isn't making one, stop deceiving yourselves and other people who aren't tech minded.
 
'PS5' / 'PLAYSTATION(R)5' | Sept/Oct 2020 | 1TB | $499/€499/£429/¥49,980


AMD-SONY Custom APU SoC / TSMC 7nm Performance-Enhanced (N7P)

  • ZEN2+ | 8 Cores & 16 Threads @ 3.5GHz | 8x32KB-d & 8x64KB-i L1, 8x512KB L2, 2x8MB L3
  • NAVI/RDNA+ | 208TU / 52CU / 26WGP / 4SA / 2SE* @ 1800MHz & 12TFlops | 80 ROPS / 8 ACE | 6MB L2, 640kB L1
  • Hardware-Accelerated Ray Tracing (Texture Unit-Integrated Intersection Engines + BVH Reordering & Denoise ASIC)
  • Hardware-Accelerated VR & 3D Audio | VRS & Primitive Shaders
*= GPU Custom Shader Engine Size: 112TU/28CU/14WGP/2SA (Full Chip) & 104TU/26CU/13WGP/2SA (Active Chip)
GPU Total: 224TU/56CU/28WGP/4SA/2SE (Full Chip) & 208TU/52CU/26WGP/4SA/2SE (Active Chip; 8TU / 2CU / 1WGP disabled per SE)



MEMORY SYSTEM
  • HBM2E | 16GB @ 1TB/s | On-SoC iNFO_MS/Custom Fan-Out Design + Underside Heat Dissipation | 2048-Bit Bus: 2 Stacks x 8-Hi 16Gb @ 3.9Gbps/1950MHz | GAME
  • DDR4 | 4GB @ 40GB/s | Off-SoC | 128-Bit Bus: 4 x 8Gb 32-Bit I/O @ 2400MHz | OS/Background
  • Scratchpad: Embedded ReRAM | 80GB @ ~16GB/s Read, 6GB/s Write --OR-- Embedded Hi-Endurance NAND + SRAM Cache | 120GB @ ~10GB/s
  • Storage: Replaceable M.2 NVMe SSD | 1TB Default
  • HBCC & Optimised I/O Stack

I/O & CONNECTIVITY
  • Front: USB 3.1 x1 + USB 3.1 Type-C/VR x1 (Fast Charging)
  • Rear: USB 3.1 x1 + USB 3.1 Type-C/VR x1 + HDMI 2.1 x1 + 10 Gigabit Ethernet + Proprietary (PS4 CAM BC) + Power Input
  • Wireless: Bluetooth + Wi-Fi 6

MEDIA
  • DVD/BD/BD-3D/UHD-BD/BD-XL Optical Drive (12x)
  • Full PS4 Backwards Compatibility: Boost Mode & Forced 16x AF on all titles + "Pro+" Enhancements on patched titles.
  • PS1/PS2/PS3 library via upgraded/integrated PSNow/PSPlus: "PSLegacy"?
  • Background video recording with higher bitrate options and up to 4k/60.
  • Full support for HEVC & FVC via Disc Media, Streaming & Extended Storage
  • Maximum Output Capabilites: 4K/120+VRR+ALLM or 8K/60+VRR+ALLM with 4:4:4 Chroma, BT.2020, 12-Bit Colour & HDR

MANDATES (primarily for conventional display-based games)
  • 1080p Output Render Minimum: 1080P Native
  • 1440p Output Render Minimum: 1440P Native
  • 2160p Output Render Minimums: 1600P Native / 1440P+ TI / 2160 CB / Other
  • 4320p Output Render Minimums: Same as 2160p
  • Console UI, Overlays & Apps will render natively at output resolutions from 1080p up to 4320p. Native rendering of in-game UI elements is encouraged.
  • Forced 16x Anisotropic Filtering
  • Display DR Minimum/Recommendation: HDR10+ / Dolby Vision
  • Bit-depth Minimum/Recommendation: 10-Bit / 12-Bit
  • Colour Space: BT.2020
  • When games are targeting a variable refresh rate (30-60fps for eg.) and VRR is not being utilised; a simple option for a frame rate cap + v-sync mode must be made available to the player.
  • Strict Minimum Framerates: 30fps +/-10% for Conventional Displays / 60fps for VR
  • Recommended Framerates: 60fps + VRR + Motion Blur for Conventional Displays / 90fps or 120fps + Reprojection for VR
  • System-Wide HDR Calibration

BC/NATIVE MODES
  • PS4 Base: CPU @ 1.60GHz / GPU 18CU @ 800MHz (BC for PS4 Base Titles)
  • PS4 Base+"Boost": CPU @ 2.13GHz / GPU 18CU @ 911MHz (BC+Boost for PS4 Base Titles, User Selectable Option)
  • PS4 Pro: CPU @ 2.13GHz / GPU 36CU @ 911MHz (BC for PS4 Pro Titles)
  • PS4 "Pro+": CPU @ 3.5GHz / GPU 36CU @ 2100MHz (Enhanced BC Mode for PS4 Titles, Requires PS5 Patch)
  • PS5 Native 'Max Compute': CPU @ 3.5GHz / GPU 52CU @ 1800MHz (Prioritises Compute, Dynamic Developer Selectable Option)
  • PS5 Native 'Max Fillrate': CPU @ 3.5GHz / GPU 44CU @ 1950MHz (Prioritises Fillrate & Front-End Saturation, Dynamic Developer Selectable Option)

UI - "Unified Per-Game Profiles"
  • Customise Control Mapping
  • Customise Accessibility Options
  • Enable / Disable + Tweak HDR
  • Enable / Disable + Tweak VRR
  • Enable / Disable Super-Sampling (1080/1440p Displays Only)
  • Audio Output: Bitstream, PCM etc.
  • Enable / Disable Boost-Mode (PS4 BC Titles Only)
  • Etc..

STANDARD CONTROLLER
  • Haptic Feedback, Adaptive Triggers (Voice-Coil Actuators), Refined Six-Axis Motion Capabilities
  • Two Upgraded Speakers + Mic
  • Refined Touchpad Retained for Full BC.
  • High-Capacity Battery, USB 3 Type-C + Fast-Charging
  • Bluetooth 4.1+EDR Wireless Connectivity

PSVR 2.0
  • Release: Sept/Oct 2022.
  • Display: 10-Bit+FRC Ultra-Low Persistence OLED with HDR & Increased Peak Brightness @ 4096x2160p (2 x 2048x2160 x RGB x 90/120Hz)
  • Features: ~125 Degree FOV / Gaze Tracking + Foveated Rendering / Improved Optics / Slimline USB-C (DP) Cabling / Dual Cameras / Superior Tracking System & Motion Controls

Wow, that is insanely specific on everything! I can totally see all of this happening and would be super happy with the console if it did! Well done!
 

Tiago07

Member
I honestly expect both systems to be very close spec wise, I know one might have a slighty faster APU and another will have a slightly faster SSD, etc., etc. but in the end I expect a near parity in performance. I know each system will have some unique customizations specific to each system, so that will be interesting to find out what those are, I know Sony was talking up 3D audio using ray tracing so I can't wait to hear the difference compared to this gen!
Man the 3D audio is something that I REALLY want to test
 

Dory16

Banned
I don't think anyone here belive in 18TF PS5's GPU in retail version. It was just a debate if the 18TF is possible to reach...

But belive in retail version will have something around 13TF, is not a Impossible thing
13, would be good right? Just above 12.
 
In the beginning PS5 was rumored to be close to 12, then leak stated 9.25, but may be 10 because it is rumored that both are double digits, but now its close to 13-14 because of possible dual gpu.

There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.

Perhaps the technology is not ready for a full beast mode for raw power, but that could possibly be achieved by PS5Pro but I still highly doubt it. With PS4Pro, and PS5 9.2 TFLOP, Cerny seems to be more focused on more with less, and if you can get the target visuals with bare minimum why is more 'brute force' necessary with extra cost?

Its like Sony plays more like a clever fox, versus Microsoft plays more like a wolf.

This definitely feels like Cerny's design philosophy, and it's a pretty smart one. Look at the wonders it's done for PS4. These wilder spec rumors for PS5 would be more credible if Kutaragi were still at Sony, but those days ended over a decade ago.

Also it's kind of funny to see all these wild power fantasies playing out for PS5, but not XSX. Partly that's because we simply know more about XSX, but even when we were in the dark on both systems relatively equally, the range of power fantasy was easily towards PS5.

And I'm gonna be fair here; that was also how it played out with XBO and PS4 during a lot of 2012 when spec rumors were going around for those systems. A lot of those were giving MS the edge, but MS had the unfortunate duty of the more damaging rumors coming out near the end of that year and into 2013, then getting confirmed at the reveal.

I don't think Sony has any really damaging rumors or features planned otherwise we'd be hearing about those by now (I could be wrong tho), but at this point it definitely feels like TF-wise PS5 is going to sit somewhere around 9.2-9.7 TF, and that's very good. You look back at all the rumors for a system launch last year, look at a lot of the departures (some of which came out of nowhere, like Shawn Layden), look at planning for an affordable and fast transition (aka $399; which they're still alluding to with things like "we want to make this the fastest adaptation yet"), look at how "that" leak was deleted almost as soon as it went up (and remains one of the only leaks where that's happened, if not the only one), even the more recent leaks still sticking with a 40CU design seemingly, and it all just starts to add up.

What's more wild to me is how some are thinking 9.2-9.7 is somehow a death blow; it really isn't. We're not going to see these systems maxed out at launch anyway, because it'll take time for devs to pour resources into development big enough to do so. You're still going to get some really impressive looking games from both sides, in fact you're going to get instances of some PS5 1st-party looking better than XSX 1st-party, and some XSX 1st-party looking better than PS5 1st-party. Across the board the systems in terms of 1st party will likely balance out in terms of awesome graphics.
 
In the beginning PS5 was rumored to be close to 12, then leak stated 9.25, but may be 10 because it is rumored that both are double digits, but now its close to 13-14 because of possible dual gpu.

There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.

Perhaps the technology is not ready for a full beast mode for raw power, but that could possibly be achieved by PS5Pro but I still highly doubt it. With PS4Pro, and PS5 9.2 TFLOP, Cerny seems to be more focused on more with less, and if you can get the target visuals with bare minimum why is more 'brute force' necessary with extra cost?

Its like Sony plays more like a clever fox, versus Microsoft plays more like a wolf.
For me weirdest part would be that cerny decided to double the CU count in mid gen ps4pro but he said you know what ? For next gen I m gonna keep the same CU . No need 😂

That’s the part that doesn’t make sense to me
 
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I agree with the grain of salt part. I didn't see one positive statement regarding MS new console in that text. MS new Xbox will be a nice console IMHO and I doubt MS is struggling with thermals at this late stage. This screams of Fanboyism to be fair. Just my 2 cents.

With the size of that box there is no way they are having thermal issues with it, I think after the whole RROD issue with the 360 they really learned their lesson with cooling, I don't see then repeating history on something like that.
 

DJ12

Member
The 18Tfops makes this hard to believe but everything else seems believable.
Sony actually doing the testing and fine tuning themselves and not AMD with their employees posting everything on Pastebin like people believe makes more sense.
And MS having Cooling problems would explain the design of the XSX.
Don't know, the 18Tfops is off putting.
Nah its all BS.
Come on guys it's a fake, but at least read it properly.

I does not say devkits are 18tflops it says Sony's test at the max frequency possible is 18+tflops.

Dev kits != Stress test @ max clocks
 

Chromata

Member
I swear some people on this thread live in some fantasy land. Do you know how much an 18 tflops machine would cost to produce? Sony isn't making one, stop deceiving yourselves and other people who aren't tech minded.

I'm already impressed with the fact that these could be 10-12tf machines with SSDs faster than conventional m.2 nvme PCs, hardware accelerated ray tracing and with dramatically improved CPUs to boot.

I just don't believe all that will be sold for $400.
 

Gamernyc78

Banned
In the beginning PS5 was rumored to be close to 12, then leak stated 9.25, but may be 10 because it is rumored that both are double digits, but now its close to 13-14 because of possible dual gpu.

There is too much fuckery going on with PS5 specs, you dont see leaks of Xfridges potential going above 12 TFLOPS, but you definitely dont see any leaks suggesting less than 12. It has been pretty consistent with Xfridge as far as leaks.

For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.

Perhaps the technology is not ready for a full beast mode for raw power, but that could possibly be achieved by PS5Pro but I still highly doubt it. With PS4Pro, and PS5 9.2 TFLOP, Cerny seems to be more focused on more with less, and if you can get the target visuals with bare minimum why is more 'brute force' necessary with extra cost?

Its like Sony plays more like a clever fox, versus Microsoft plays more like a wolf.

The ambiguity is bcus ppl are guessing and trying to make educated guesses. Sony are doing just what thy want to do which is build anticipation and hype. When Sony is ready they'll give official info and blow everyone's minds, its not their fault ppl are so all over the place and hyped about wgat ps5 could be. The PS5 will be in the double digits if nextbox is tht you can bet your life. Again my bet is on those initial Reiner, Mat, Schrier leaks tht had ps5 double digits and slightly edging out nextbox.
 
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FranXico

Member
Wait are we memeing right now or are there genuinely people that believe 18TF to be a possibility? Is this some sort of Flat Earth believing stuff going on?

Or did I miss a memo from Mark Cerny where he came bock from the year 2025 with a GPU that could actually do 18 TF and not consume 400W?

Anyone believing anything close to 14-18TF will be DEVASTATED soon.
Just do the math, but when you do it don't forget power draw/heat when throwing around napkin math to achieve 18TF on theoretical perfect chips that have zero defective units which would NEVER work on a mass production product.

If we get anything around 10-12~ TFLOPs this year in a console that would be a huge win and comperatively better than what the PS4 offered in 2013, because the PS4 was only 1/3 !!!!!!!! of the power of the best GPU at that point. How come in 2020 people believe that a console is going to have twice the power of the best AMD GPU and 40% more power than the 1250$ RTX 2080 Ti.

And on top of all that you have to add dedicated ray tracing hardware. It produces heat/power aswell.
We're all joking. It's ridiculous.
 
Thanks man, I will hear it sometime

No problem, I added an extra video from The Verge as well, but definitely check them out, I recommend everyone on here to check them out with headphones on, this is basically what 3D audio will sound like on a game using ray tracing for the audio, really would bring you into a game with audio like that, better than my living room surround setup IMO.
 

SgtCaffran

Member
For PS5 It is best to assume 9.2 TFLOPS with an affordable price of $399-$449 and the sum of it parts makes up for any deficiencies to have a well balanced console. To be fair, it is 5 TFLOPS more than PS4 PRo 4 something TFLOPS. I just still find it shocking that if the 9.2 TFLOPS is true, you still have the same number of compute units (yes I know its RDNA instead of GCN). But whatever.
Since the majority of insiders are continuously pointing towards a more powerful PS5 with some rumors going so far as 13TF territory, I can't see how we should assume 9.2TF.

Unless you want to keep expectations low to be amazed during the reveal!
 
Is there a difference between binaural audio and 3D Audio?

Basically it is the same thing, it is just creating 3D audio with a pair of headphones, binaural audio in real life uses a special microphone setup with some using realistic ears to mimic how the audio enters the ear (like The Verge video) but in gaming it would be done using software/hardware, specifically ray traced audio like Cerny was talking about. Main difference is with a video when you turn your head nothing changes, but if this were in a game on a VR headset then the audio would adjust based on which direction you are looking, etc.
 
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