It's cost more than anything. Larger die needed for the interface, more traces on the board, and of course a higher minimum number of memory chips needed over the life of the console. 512-bit buses are saved for very expensive, high margin graphics cards which are pretty much the opposite of a console.
MS have really pushed the boat out with 384-bit, but it's for a $499 luxury halo product that will never hit mass market price points in it's current form.
In terms of capacity, with no large advances in HDD speed in the near term for mechanical laptop drives, and multiple terrabyte SSDs likely to cost prohibitive for a 2019/2020 system, huge amounts of GDDR6 would likely result in it being used as a very expensive cache. So we're back to the old idea of a HDD, reasonable amount of memory, and perhaps an intermediate cache of some kind.
I can't see a greater than 256-bit bus for a next gen system, unless there's a forked approach of a high end / lower end configuration in which case I think we might see something like a 192 / 384 choice.
Which I would be fine with, honestly. The more time it takes for the new gen, we may actually get something resembling a real generational leap.
Not enough memory if you factor into account the ram needed for the OS. Currently 3GB is reserved on PS4 for the OS. They'll need at least the double for PS5, easily (my bet is they'll reserve 8GB).mm... was thinking something like the following could be an ok size @"7nm" TSMC/GF/SS ( I think ~0.4x scaling vs 14/16FF gen, but I'm a little fuzzy)
CPU
GPU
- Ryzen - 2 CCX
Mem
- 6 SE x 15 CUs
- 6 CUs disabled
- 1.40GHz = 15TF FP32
- 4RBEs per SE = 96 ROPs, 6-12MB L2
- 384-bit GDDR6 @ 14Gbit/s = 672GB/s
- (16Gbit) *12x (32-bit) chips = 24GB
I'm curious, has there ever been a generational transition where there hasn't been an increase in memory bus width?
Not enough memory if you factor into account the ram needed for the OS. Currently 3GB is reserved on PS4 for the OS. They'll need at least the double for PS5, easily (my bet is they'll reserve 8GB).
And I would say 24GB reserved for the games is the absolute minimum if they want a real next gen experience (native 4K and checkerboard 6K - 8K). But I think we'll get at least 32GB
Hypothetical. As I already mentioned above, this is not the clamshell variation. The point of the post was the overall configuration for die size, but I guess everyone seems to gloss over that...
Not enough memory if you factor into account the ram needed for the OS. Currently 3GB is reserved on PS4 for the OS. They'll need at least the double for PS5, easily (my bet is they'll reserve 8GB).
And I would say 24GB reserved for the games is the absolute minimum if they want a real next gen experience (native 4K and checkerboard 6K - 8K). But I think we'll get at least 32GB
Mind you, it's with the assumption of the 7nm gen (non-Intel) given the roadmaps @ AMD, but who knows. From my understanding, 10nmFF is going to be skipped by most everyone except mobile, similar to 20nm planar, although it's not nearly *as bad*, just that the cost benefits might make it worth skipping for large chips again.I didn't gloss over it. It's just that the idea of a 15 TFLOPs, 90 CU GPU in PS5—when everyone on the internet has been telling me that 10TFLOPs is the max.—makes me giddy... so I held my peace
For a lot of these, SMT included, could help speed development time since developers aren't wasting excessive time optimizing. They can focus elsewhere.I wonder if the HBCC (Vega) is worth including for a console (since developers should already be mindful of the fixed HW spec)?
I'm not a big fan of the 4K is wasted power narrative. Higher quality textures and more fine detail is what moves us to next gen among other details. Yes it's not as a big of a jump from lower levels, still a jump none the less.
There might be better areas to invest that power but I'm not necessarily sure if people would come to love the game more because of it.