Sony PlayStation 5 Pro

Heavy optimization for 5pro will take some time. Most of these games are still designed with the base consoles in mind. Without more information it will be difficult to see how developers will pivot with 5pro on their designs.
 
There are also two other potentials.

1. It's an older game built without modern optimisations whose port was an afterthought of a PS4 game.
2. It's a game engine that isn't very friendly with the PS5, and with the additional boost of the Pro can seem to get over the issues it had previously such as UE5 for example.
 
Heavy optimization for 5pro will take some time. Most of these games are still designed with the base consoles in mind. Without more information it will be difficult to see how developers will pivot with 5pro on their designs.
They won't, why would they? Like with PS4 Pro. Most of them will just tweak the resolution, a few settings and add PSSR on top (which luckily seems to be easy to do, much easier than CBR). Some of them will add a bit of RT (if the game has it on PC, so a bit less work for them) if we are lucky.
 
They won't, why would they? Like with PS4 Pro. Most of them will just tweak the resolution, a few settings and add PSSR on top (which luckily seems to be easy to do, much easier than CBR). Some of them will add a bit of RT (if the game has it on PC, so a bit less work for them) if we are lucky.
They have more to work with now and new features. It shouldn’t be as simple as 4pro. There’s more runway here because they’ve moved to RDNA4 from 1.5.
 
There are also two other potentials.

1. It's an older game built without modern optimisations whose port was an afterthought of a PS4 game.
2. It's a game engine that isn't very friendly with the PS5, and with the additional boost of the Pro can seem to get over the issues it had previously such as UE5 for example.
3. They will also charge for these game's updates?
 
They have more to work with now and new features. It shouldn’t be as simple as 4pro. There’s more runway here because they’ve moved to RDNA4 from 1.5.
Maybe you are right with all new RT effects. But only if they patch RT in. Adding PSSR should be quite trivial comparatively from what we know.
 
but I think its plausible considering the more powerful GPU and higher mem bandwidth at play.
These things aren't really additive, though. You dont get the full power of the extra GPU power, and then additional performance from higher bandwidth.

Bandwidth is more of a constraint on how much can be gotten out of the GPU. And 28% higher bandwidth is not necessarily that good for something that has like 75% more CU's. PS4 Pro actually suffered from this as well, where the compute power increase for the GPU was constrained by the much more limited bandwidth increase.

I have to agree with the doubts that PS5 Pro can deliver a full jump to 4k, with raised graphical options, and a significant boost to a locked 60fps all at the same time, without any reconstruction enabled. There really just isn't that much additional raw power being introduced here. PSSR is absolutely going to need to do some heavy lifting to allow the Pro to offer more significant improvements.

As for MLID himself, he has a bad habit of trying to build on credible rumors with BS of his own. Yes, he clearly got legit access to a dev sheet going over PS5 Pro capabilities. This however does not mean anything he further says on the subject is legit. He is still not at all a credible leaker, as he's more often than not quite wrong in what he claims, that hasn't already previously been reported elsewhere or isn't something that's easy to guess by anybody mildly informed.
 
Found this about RDNA4 RT as added to the PS5 Pro GPU:

Double Ray Tracing Intersect Engine
RT Instance Node Transform
64B RT Node
Ray Tracing Tri-Pair Optimization
Change flags encoded in barycentric to simplify the detection of procedural nodes
BVH Footprint Improvement
RT support for OBB and Instance Node Intersection

Not sure if it's of any valid use.
 
Bandwidth is more of a constraint on how much can be gotten out of the GPU. And 28% higher bandwidth is not necessarily that good for something that has like 75% more CU's. PS4 Pro actually suffered from this as well, where the compute power increase for the GPU was constrained by the much more limited bandwidth increase.
In my opinion there still was only one mid-gen console with great design. Xbox One X. As MS said console without compromises. And that's true.
 
In my opinion there still was only one mid-gen console with great design. Xbox One X. As MS said console without compromises. And that's true.
What? That console power was bottlenecked by the weak CPU. So much power more than many GPUs, to still play at 30fps. That console was a frankenstein and was there just for the ego of the owners including Spencer. They could have included Zen 1 and it would have been without compromises. That's the most unbalanced mid-gen console ever.
 
What? That console power was bottlenecked by the weak CPU. So much power more than many GPUs, to still play at 30fps. That console was a frankenstein and was there just for the ego of the owners including Spencer. They could have included Zen 1 and it would have been without compromises. That's the most unbalanced mid-gen console ever.
But it was certainly much better than PS4 Pro. I don't remember the pricing though
 
What? That console power was bottlenecked by the weak CPU. So much power more than many GPUs, to still play at 30fps. That console was a frankenstein and was there just for the ego of the owners including Spencer. They could have included Zen 1 and it would have been without compromises. That's the most unbalanced mid-gen console ever.
MS/Sony were not selling those consoles as 60fps machines, though. They were pretty clear that the aim was 4k gaming, at a time when 4k TV's were becoming much more affordable. And on that front, XB1X met the brief way better than the PS4 Pro did.

XB1X was also just a generally really well designed console, compact and quiet.

I also dont think Zen was really on the cards for those machines. That would have been quite a huge CPU departure for something that was built to have 100% perfect compatibility with XB1 titles.
 
These things aren't really additive, though. You dont get the full power of the extra GPU power, and then additional performance from higher bandwidth.

Bandwidth is more of a constraint on how much can be gotten out of the GPU. And 28% higher bandwidth is not necessarily that good for something that has like 75% more CU's. PS4 Pro actually suffered from this as well, where the compute power increase for the GPU was constrained by the much more limited bandwidth increase.

I have to agree with the doubts that PS5 Pro can deliver a full jump to 4k, with raised graphical options, and a significant boost to a locked 60fps all at the same time, without any reconstruction enabled. There really just isn't that much additional raw power being introduced here. PSSR is absolutely going to need to do some heavy lifting to allow the Pro to offer more significant improvements.
But in the video MILD made it very clear that it was dynamic res 4K locked at 60 fps and it says so in the screen grab I posted! Maybe you should take that into consideration. Unless I misunderstood

As for MLID himself, he has a bad habit of trying to build on credible rumors with BS of his own. Yes, he clearly got legit access to a dev sheet going over PS5 Pro capabilities. This however does not mean anything he further says on the subject is legit. He is still not at all a credible leaker, as he's more often than not quite wrong in what he claims, that hasn't already previously been reported elsewhere or isn't something that's easy to guess by anybody mildly informed.
Well then we'll have to wait and see if he was BSing or genuinely sharing what was leaked to him. But at the size he's grown now, he definitely has some good contacts not like in the past when he was relying on redgaming tech.
 
Found this about RDNA4 RT as added to the PS5 Pro GPU:

Double Ray Tracing Intersect Engine
RT Instance Node Transform
64B RT Node
Ray Tracing Tri-Pair Optimization
Change flags encoded in barycentric to simplify the detection of procedural nodes
BVH Footprint Improvement
RT support for OBB and Instance Node Intersection

Not sure if it's of any valid use.

Where do you find this?

EDIT:

 
Last edited:
Back
Top