PS5 has RDNA5. Just as realistic as 2022 RDNA3. I think those believing in RDNA3 should rewatch the Deep Dive by Cerny and what he thinks determines a succesfull partnership with AMD.
Quote myself:
Okay, so this is what I think has actually been the fruit of Sony/AMD's partnership. It's nothing to do with RDNA3, it's the variable frequency setup. I don't know if people noticed but AMD have a very similar variable power budget-sharing setup that users on PC will be able to do with their Ryzen and RDNA 2 GPUs. The clocks at Boost and Game clocks are similar to Sony's PS5 GPU clocks, while at Base clock are similar to MS's Series X GPU clocks. Sony apparently were aiming for high(er) clocks from a long time and the one persistent thing in the Ariel and Oberon revisions that kept seeing increases were the clock speeds for the GPU (just as an example).
I think all of those things fit together pretty well. Also, there's a chance that the RDNA 2 PC GPUs have cache scrubbers for the Infinity Cache? That's a slight possibility, I think I recall some folks saying it could serve a purpose there. Then again I've also seen others stating the complications/drawbacks of cache scrubbers too, they both likely have their points of merit but it's a bit beyond me. Anyhow, seeing how it's RDNA2 GPUs launching around the time of these consoles, I think Sony's involvement with AMD revolving a lot around some sort of advanced variable frequency implementation (and possible cache scrubbers for Infinity Cache to a lesser extent) makes the most sense.
I've seen lots of people saying that the dev kits on the xbox side arrived much later than the PlayStation ones, reading between the lines the xbox ones arrived early this year, and the PlayStation ones were sometime last year? does that seem right? or is it more drastic than that?
It's a bit more than that. The reason MS's devkits have been late is because they're integrating everything into Gamecore. Apparently Series S didn't even have its own devkit for a while, devs were just making due with setting profiles for Series S on Series X devkits, but they weren't likely optimal.
By now I believe those transitional issues have been taken care of, but it's been cutting things very close. I'm assuming they're mostly taken care of because Capcom, for example, were saying DMC5 on Series X wouldn't even have RT at launch, but they managed to get it in, so I'm assuming they might've gotten some kind of update on devkits or SDK tools within the past month or so.
Yeah this guy doesn't know what he's talking about. Blast processing indeed.
This might surprise some but Blast Processing was actually real! The problem is, for most commercial MegaDrive games, figuring out the timing for DMA access to memory was incredibly difficult, and if the timings were off your game'd end up looking like a hot mess. So it wasn't really used in vast majority of commercial titles.
Some homebrew efforts have utilized it however; I think it was maybe a couple years ago that some homebrew hackers actually figured out the timings. It'd be cool to see some new games on the platform targeting further utilization of untapped potential and implement "blast processing" for real.