As others have pointed out, you can do ML on your smart phone.
The question is about if the PS5 has int8 and int4 lower precision.
It had half precision FP16 on the PS4 Pro, and its not a hard guess to think it has so again on the PS5.
You can use FP16 for ML and have an advantage over using full precision.
With the XSX we have Microsoft saying in record that they ADDED the hardware required to get int8 and int4. They have outlined the specs for that. The fact they said they added it tends to indicate that it wasn't a stock feature. They didn't say they added hardware to get Ray Tracing on the Series X, because it was a stock RDNA 2 feature.
We have David Cage saying that the XSX is going to be better at ML than the PS5 because its shader cores are more suited for it. I wonder what ever he could mean by that....
https://www.google.com/amp/s/wccfte...-powered-shader-cores-says-quantic-dream/amp/
You also have the PS5 engineer say that the PS5 didn't have the ML added into it.
And let's not forget, Microsoft has a track record of highlighting features on the XSX that the PS5 lacks. From pointing out that their SOC was fixed clocks to Digital Foundry before it was announced by Sony that theirs was variable, to highlighting VRS, Mesh Shaders and SFS for the XSX knowing the PS5 lacked them. MS has also highlighted the int8 and int4 capabilities of their console.
Sony has also highlighted things that it has over the XSX such as Cache Scrubbers and the faster SSD.
We spent 6 months hearing from Sony fanboys that the PS5 had VRS, Mesh Shaders and SFS because it was an RDNA 2 feature, and as the PS5 was RDNA 2 it must have them by default. They held on for grim death with that until it became overwhelming obvious that it wasn't the fact. We still have hang outs that thing the PS5 has VRS because of the VR patent and that Primitive Shaders and the GE on the PS5 are the same as Mesh Shaders, even when AMD had the GE and Primitive Shaders in their older GPUs.