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The PS5 Pro Is Not Pro Enough

Did The PS5 Pro Fail As A Pro Device?

  • Yes

    Votes: 208 49.1%
  • Depends On The Game

    Votes: 97 22.9%
  • No

    Votes: 119 28.1%

  • Total voters
    424
It's strange to have to explain this again and again. But the Pro will not use 300 TOPs at once to do upscaling. It will only use a fraction of that per frame.
None of the machines on list uses all of its TOPS at once. Its the PROPORTION to each othet that is the question. PS5 Pro's INT8 TOPs is literally more than 10x of PS5"s FP16 number. Thats quite a proportional difference.
 
None of the machines on list uses all of its TOPS at once. Its the PROPORTION to each othet that is the question. PS5 Pro's INT8 TOPs is literally more than 10x of PS5"s FP16 number. Thats quite a proportional difference.

PSSR2 will never run on the base PS5, as it's too expensive. So it doesn't matter.
 
So that's why Sony jacked up INT8 capability for PS5 Pro? Just for upscaling? Oooooo...Kay....
If I had to take a guess I'd say that it is for upscaling as an immediate already proven application (even though their original approach with PSSR was lacking) but also to be able to experiment on things for PS6 which will require more throughput.
RT is handled by separate h/w unrelated to matrix ALUs. You do need a lot of shading power to denoise and use the results of tracing but INT8 won't help with that. So the only real application related to RT here would be ML assisted denoising, and it doesn't run currently that well even on RDNA4 which both supports FP8 in addition to INT8 and is overall faster.
 
how many games are worth being pro tho, is the question
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