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How can a 8 Core ZEN2 be the bottleneck for 60FPS when we had plenty of 60FPS games on much much weaker hardware before, is GTA6 expected to run some advanced physics on every NPC?
I'm a bit surprised by the timing.
PS5 has only be readily available for a year, AMD doesn't have any technical breakthrough and 4nm is expensive.
I would have expected a refresh in 2025.
That depends on what their target is and if that target needs convincing or not. There are people in this world who'll spend $160 on an in-game cosmetic - there might be a good number who'll spend $600+ on a new 'Pro' console without it doing much more than the old one! Are Sony wanting to make a meaningful device, or just cash in on a subset of their userbase for easy money? The PSPortal to me suggests they aren't against the latter as an option.Whatever gaming experience Sony is trying to provide in a system that is going to be $100-$150 more than the standard PS5, they will have to prove to consumers and tech-heads why it's worth the additional cost.
Sony might be providing a certain amount of personal customizations or integrated bespoke tech for PS5 Pro's GPU, as they did with the prior Pro system. Maybe, some new AI upscaling techniques beyond FSR, and possibly some type of frame generation technology on achieving higher framerates above 30-40fps.
Isn't the HW ID Buffer in PS4Pro precedent?There won't be any major customization happening. There is no historical precedent to support such a theory.
I think it's important to remember that 'physics' is not simply cool ragdoll stuff or whatever. Everything that is moveable and has collision attributes requires physicalization(aka physics). And with GTA, that means a LOT of things. It's one of the big things many people dont appreciate about Bethesda RPG's and the associated demands.How can a 8 Core ZEN2 be the bottleneck for 60FPS when we had plenty of 60FPS games on much much weaker hardware before, is GTA6 expected to run some advanced physics on every NPC?
I think what makes people think that is partly a holdover from days gone when console manufacturers actually did used to work with chip designers to build custom processors for their needs. Chip design is so much more complicated nowadays though, and there's much less room for revolution than in the heyday of innovative console hardware. And with cost restraints and do-it-all APU's, console manufacturers are more reliant than ever on existing tech IP that they can package together into something that will work for themselves.I see this type of speculation often, and it always raises the same question for me: What makes people think that Sony would be capable of designing and implementing GPU innovations over and above what AMD can do in their own IP?
Physics, even when there are tens of thousands of interactions and inter-reactions has not been a challenge for console games since 360/PS3. Oblivion and Skyrim could model the physics of a thousand cheesewheels, it was the rendering side of the engine that struggled to keep up.How can a 8 Core ZEN2 be the bottleneck for 60FPS when we had plenty of 60FPS games on much much weaker hardware before, is GTA6 expected to run some advanced physics on every NPC?
Didn't they also make changes to async on base PS4Isn't the HW ID Buffer in PS4Pro precedent?
Right. Microsoft and Sony, having specific hardware configurations, provide the development and profiling systems for their platforms, and have access to the environment in which games run, so have unparalleled insight into how game developers are using the hardware and where there are easy wins to modify hardware that could greatly benefit performance. AMD are in a very different position, they have an architecture that needs to fit a white range of architecture capabilities that cannot needs to be more general in its approach.I expect PS5 Pro to have 1 or 2 exotic minor functionality like PS4 and volatile bits, PS4 Pro and ID buffer, PS5 with cache scrubbers and modification of the rasterizer for VR. But it will be nothing fancy.
I do not believe of any new hardwared dedicated to reconstruction for PS5 Pro. Frame generation is not good from 30fps and AFAIK you'd need a powerful CPU to double PS5 games in many cases.Sony might be providing a certain amount of personal customizations or integrated bespoke tech for PS5 Pro's GPU, as they did with the prior Pro system. Maybe, some new AI upscaling techniques beyond FSR, and possibly some type of frame generation technology on achieving higher framerates above 30-40fps. I just don't see Sony [PS5 Pro] simply aiming for higher pixel rasterization without some type of significant boost to performance on selling the system.
Whatever gaming experience Sony is trying to provide in a system that is going to be $100-$150 more than the standard PS5, they will have to prove to consumers and tech-heads why it's worth the additional cost.
And PS5 cache scrubbers (which is kinda evolved from PS4 volatile bit).Isn't the HW ID Buffer in PS4Pro precedent?
And PS5 cache scrubbers (which is kinda evolved from PS4 volatile bit).
That’s an extremely minor tweak that barely saw any usage and delivered questionable benefits.Isn't the HW ID Buffer in PS4Pro precedent?
How would you know that? Maybe the games where PS5 leads by a 20% performance margin vs XSX (or even has the same performance) is thanks to cache scrubbers.We were talking about major Innovations that can bring a "significant boost to performance", not minor tweaks with limited applicability.
Those clean and efficient solutions just need to be shared and used by more developers. No need of DLSS on consoles yet.