Charlietus
Regular
How are they making a video on the patch if the update hasn't come out yet?
How are they making a video on the patch if the update hasn't come out yet?
Curious, but how does it stack up to the 4070? In third-party titles, it doesn't seem that it quite matches it. It might match or even surpass it in first-party games though.
I'll have to check it out if it's on sale.No Man's Sky in 8K
PSSR support
Sharper Resolution
Higher Framerates
Improved Lighting
Ultra Quality Reflections
High Quality Ambient Occlusion
4K at 60FPS8K at 30FPS
Huge Upgrade to PSVR2 - (PSVR2 get's pro upgrades? Sounds like it's worth it! )
We can’t wait for folks to see what is possible in No Man’s Sky on PlayStation 5 Pro
I see 60% faster on Techpowerup and that's at 1080p. Would probably be closer to 70% at higher resolutions.According to TPU the 4070 is 52% faster than the 6700 in raster so on average I'd expect the Pro to be a little slower. But as you say, it's within the margins where a very well optimised game for the console could still exceed it if the PC side optimisation is poor or even just average as is the case for many Sony first party titles (to be expected).
I see 60% faster on Techpowerup and that's at 1080p. Would probably be closer to 70% at higher resolutions.
Besides, I'd like concrete head-to-head benchmarks, not just extrapolations.
Here are more details on the PSVR2 and proI'll have to check it out if it's on sale.
Very impressive update. I knew PSVR2 would benefit a lot from the pro. It should help improve clarity by a lot.
i tested NMS and Kayak Mirage, and it sure does improve clarity a lot in those two games, i'll try GT7 today.Very impressive update. I knew PSVR2 would benefit a lot from the pro. It should help improve clarity by a lot.
55% is about in line with 67% more compute. Obviously we are talking about a native implementation, not using an unknown boost mode that is still working pretty well.
Like PS4 Pro before and as expected by me. The APU is smaller than launch PS5. Definitely using 4nm node.
Elden ring isn't CPU limited. I played the PS4 version on PS5 and it's a stable 60 fps aside from liurnia where there is a lot of foliage, that would be a GPU limitation.Some brazilian guy is doing tests including average resolution. Very interesting stuff.
- Tekken 8: unpatched game (boost mode). In this game we can see an excellent GPU benchmark as game is stable at 60fps and only the resolution is varying. And the impact of CPU (or bandwidth) should be super minimal in such a game.
- Average of 61% better resolution on PS5 Pro (1512p vs 1920p)
- 56% better minimum resolution (1080p vs 1351p)
Both results are consistent. I'd guess 60% better raster performance should be expected on PS5 Pro when not CPU limited in some extent like in Elden Ring.
Also it could mean Sony found a way to use all 60 CUs in boost mode.
Performance doesn't scale perfectly with resolution, as you can see if you check out the aggregate difference in frame rate when going from 1440p to 4K.Some brazilian guy is doing tests including average resolution. Very interesting stuff.
- Tekken 8: unpatched game (boost mode). In this game we can see an excellent GPU benchmark as game is stable at 60fps and only the resolution is varying. And the impact of CPU (or bandwidth) should be super minimal in such a game.
- Average of 61% better resolution on PS5 Pro (1512p vs 1920p)
- 56% better minimum resolution (1080p vs 1351p)
Both results are consistent. I'd guess 60% better raster performance should be expected on PS5 Pro when not CPU limited in some extent like in Elden Ring.
Also it could mean Sony found a way to use all 60 CUs in boost mode.
Could be bandwidth limited then. Only 30% better bandwidth on Pro.Elden ring isn't CPU limited. I played the PS4 version on PS5 and it's a stable 60 fps aside from liurnia where there is a lot of foliage, that would be a GPU limitation.