PS4 Pro Official Specifications (Codename NEO)

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http://www.eurogamer.net/articles/digitalfoundry-2016-three-hours-with-playstation-4-pro

Obviously a custom hardware addition, we'll learn more soon when Cerny explains it publicly.

I'm yet to be convinced that this is a hardware addition unique to PS4 Pro that is not present in Polaris generally. This sounds quite similar to the "custom" enhancements the PS4 had to help with HSA which were actually just standard AMD APU (Kaveri) features. And that was a major console launch rather than a mid gen bump.
 
I'm yet to be convinced that this is a hardware addition unique to PS4 Pro that is not present in Polaris generally. This sounds quite similar to the "custom" enhancements the PS4 had to help with HSA which were actually just standard AMD APU (Kaveri) features. And that was a major console launch rather than a mid gen bump.
This is for you.
a certain level of scepticism will persist here and to that end, several Sony developers on site told us that lead architect Mark Cerny will be going into the specifics of the custom hardware features in the next few weeks.
 
http://www.4gamer.net/games/990/G999024/20160910006/
In this 4gamer article Zenji Nishikawa talked with developers at SIE studios about developing games for PS4 and PS4 Pro.
  • They don't use different 3D models or textures across PS4 and PS4 Pro due to the memory size limit. Both versions share the same assets.
  • One developer said their PS4 Pro version chooses a mipmap level that is more detailed than the PS4 version at runtime by fragment shaders.
  • As for LoD on PS4 Pro, they don't use more detailed models or don't do tessellation to increase polygon count. Some said due to the cost to reduce popping it's not realistic to do LoD optimization for PS4 Pro, others said optimizing it for 4K output makes it look optimally on both platforms since less detailed LoD models for far objects are not rendered in sufficient resolution on PS4 anyway.
  • Upres of shadow maps or increasing shadow-map cascades for PS4 Pro is not done either due to the memory size limit.
  • According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
  • All developers use sRGB textures and HDR light sources.
  • The frame buffer format they use is 64bit float (16bit for each RGBA) that is converted to 10bit for each YUV as the HDR10 format.
  • The developer of Farpoint for PSVR said for PS4 Pro the graphics is rendered in the resolution higher than 1080p then oversampled into 1080p to show it on PSVR. The frame rate is identical across PS4 and PS4 Pro. Better mipmaps give more details, oversampling gives AA and less pixel shimmer.
 
http://www.4gamer.net/games/990/G999024/20160910006/
In this 4gamer article Zenji Nishikawa talked with developers at SIE studios about developing games for PS4 and PS4 Pro.
  • They don't use different 3D models or textures across PS4 and PS4 Pro due to the memory size limit. Both versions share the same assets.
  • One developer said their PS4 Pro version chooses a mipmap level that is more detailed than the PS4 version at runtime by fragment shaders.
  • As for LoD on PS4 Pro, they don't use more detailed models or don't do tessellation to increase polygon count. Some said due to the cost to reduce popping it's not realistic to do LoD optimization for PS4 Pro, others said optimizing it for 4K output makes it look optimally on both platforms since less detailed LoD models for far objects are not rendered in sufficient resolution on PS4 anyway.
  • Upres of shadow maps or increasing shadow-map cascades for PS4 Pro is not done either due to the memory size limit.
  • According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
  • All developers use sRGB textures and HDR light sources.
  • The frame buffer format they use is 64bit float (16bit for each RGBA) that is converted to 10bit for each YUV as the HDR10 format.
  • The developer of Farpoint for PSVR said for PS4 Pro the graphics is rendered in the resolution higher than 1080p then oversampled into 1080p to show it on PSVR. The frame rate is identical across PS4 and PS4 Pro. Better mipmaps give more details, oversampling gives AA and less pixel shimmer.
This makes me think the pro is pretty pointless except for more consistent frame rates.
 
According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.

The GCN optimization presentation from GDC 2014 had the PS4's ROP output bandwidth bound with FP16 (204 GB/s needed), which barring DCC not being very effective should show some unexpected throughput. Possibly it was just going by headline math without benchmarking?
 
Remember when the first leaks came and it was reffered to as 4k? Remembered as while some indulged in wet dreaming of double framerates and revolutionarily improved rendering features others said vanilla ps4 games at sub 4k upscaled res was gonna be the most likely use of 2x gpu for a variety of reasons? Remember how back then, those people already pointed out 4k is an easy feature to market, and easy on devs, and how the industry (not just consumers but developers too) is somewhat used to relatively long hardware cycles with large capability bumps between them, a d how artist themselves aren't happy with considerably different versions of their assets in different platforms these days? If you don't, I do. And all that has been pretty much what Cerny, other sony execs, and devs ended up saying at the reveal event. I bet those with the tamer, more realistic, expectations are not as dissapointed now. I should know, as I was one
 
http://www.4gamer.net/games/990/G999024/20160910006/
In this 4gamer article Zenji Nishikawa talked with developers at SIE studios about developing games for PS4 and PS4 Pro.
  • They don't use different 3D models or textures across PS4 and PS4 Pro due to the memory size limit. Both versions share the same assets.
  • One developer said their PS4 Pro version chooses a mipmap level that is more detailed than the PS4 version at runtime by fragment shaders.
  • As for LoD on PS4 Pro, they don't use more detailed models or don't do tessellation to increase polygon count. Some said due to the cost to reduce popping it's not realistic to do LoD optimization for PS4 Pro, others said optimizing it for 4K output makes it look optimally on both platforms since less detailed LoD models for far objects are not rendered in sufficient resolution on PS4 anyway.
  • Upres of shadow maps or increasing shadow-map cascades for PS4 Pro is not done either due to the memory size limit.
  • According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
  • All developers use sRGB textures and HDR light sources.
  • The frame buffer format they use is 64bit float (16bit for each RGBA) that is converted to 10bit for each YUV as the HDR10 format.
  • The developer of Farpoint for PSVR said for PS4 Pro the graphics is rendered in the resolution higher than 1080p then oversampled into 1080p to show it on PSVR. The frame rate is identical across PS4 and PS4 Pro. Better mipmaps give more details, oversampling gives AA and less pixel shimmer.
All these makes me think that PS4 Pro was pointless and they would have been better off waiting for a better upgrade. It doesnt look like a significant upgrade that will counter migration to PCs. Considering that the PS4 is the fastest selling console they had more opportunity to wait for a better mid gen upgrade

I am pretty sure Scorpio will turn things around and this deserves its own thread. It will launch at a time when 4K will be more popular, the UHD BR Drive will be a good marketing tick regardless if it will be used much, I expect it to launch with significantly more media and windows features considering the 12GB of ram, and it will be running games in true 4K and much better than the Pro. Depending when it will be released I wouldnt be surprised if it hits the 400 or 450 price tag
 
Remember when the first leaks came and it was reffered to as 4k? Remembered as while some indulged in wet dreaming of double framerates and revolutionarily improved rendering features others said vanilla ps4 games at sub 4k upscaled res was gonna be the most likely use of 2x gpu for a variety of reasons? Remember how back then, those people already pointed out 4k is an easy feature to market, and easy on devs, and how the industry (not just consumers but developers too) is somewhat used to relatively long hardware cycles with large capability bumps between them, a d how artist themselves aren't happy with considerably different versions of their assets in different platforms these days? If you don't, I do. And all that has been pretty much what Cerny, other sony execs, and devs ended up saying at the reveal event. I bet those with the tamer, more realistic, expectations are not as dissapointed now. I should know, as I was one
Make posts great again?
 
2.3x improvement with a modern arch 4.2TF GPU provides exactly the mild visual upgrade we should have expected.

What are we expecting again from a 40% increase with Scorpio? 4K 60fps?:LOL:

EDIT:
1440p30 + 40% ~= 1700p30
1800p30 + 40% ~= 2160p30
 
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2.3x improvement with a modern arch 4.2TF GPU provides exactly the mild visual upgrade we should have expected.

What are we expecting again from a 40% increase with Scorpio? 4K 60fps?:LOL:

EDIT:
1440p30 + 40% ~= 1700p30
1800p30 + 40% ~= 2160p30
Lol. Not sure if scaling works quite like that. I'm sure some features/techniques don't scale linearly as well with others depending on the resolution.


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Lol. Not sure if scaling works quite like that. I'm sure some features/techniques don't scale linearly as well with others depending on the resolution.


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"~"

It's interesting to revisit the prediction thread:
https://forum.beyond3d.com/threads/...h-iteration-and-10th-iteration-edition.56353/

The predictions of what we'd get in 2017 are not very reasonable. Same thing happened with PS4/XB1 wild predictions. (I include myself in this :LOL:)
 
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2.3x improvement with a modern arch 4.2TF GPU provides exactly the mild visual upgrade we should have expected.

What are we expecting again from a 40% increase with Scorpio? 4K 60fps?:LOL:

EDIT:
1440p30 + 40% ~= 1700p30
1800p30 + 40% ~= 2160p30

You need to look at the massive bandwidth increase and the memory increase that Scorpio has. Neither of which the 4Pro has.
 
Scorpio is probably going to render, at most, 1/2 of 4k. At least the 4GB of additional RAM and bandwidth may allow for some other visual improvements. Will be interesting to see what the CPU is. If it's the same, 60Hz may be a non-starter for a lot of games.
 
Scorpio is probably going to render, at most, 1/2 of 4k. At least the 4GB of additional RAM and bandwidth may allow for some other visual improvements. Will be interesting to see what the CPU is. If it's the same, 60Hz may be a non-starter for a lot of games.
At most??

No no no. XBO baseline feature set is less than PS4. It can handle XBO feature set at 4K if Forza Apex and Halo 5 on PC is anything to go by.

If anything, by the time Scorpio launches I expect both systems to up their resolution not reduce.


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You need to look at the massive bandwidth increase and the memory increase that Scorpio has. Neither of which the 4Pro has.
They have the same bandwidth ratio as TF ratio. Memory might be bigger because of the reserved memory though.

320 / 218 = 46%
6.0TF / 4.2TF = 43%

Not massive. A generation gap is 800% more of everything every 6-7 years or so. (yes I know it's not that simple) This here represents one year of advancement for one year delay. Wildcard is the CPU, but are we expecting anything more than that same ratio?

There is a fair chance this year gap allows the ps5 to come out earlier than xb2, and we will have a scattered launch where each company gets some year or two with the crown of raw performance. One day it might be nintendo, I still believe!
 
At most??

No no no. XBO baseline feature set is less than PS4. It can handle XBO feature set at 4K if Forza Apex and Halo 5 on PC is anything to go by.

If anything, by the time Scorpio launches I expect both systems to up their resolution not reduce.


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Well, it'll hit 4k with reconstruction, which is perfectly valid, but I have a feeling a lot of games are not going to strive for 4k native rendering. It would be a waste.
 
Well, it'll hit 4k with reconstruction, which is perfectly valid, but I have a feeling a lot of games are not going to strive for 4k native rendering. It would be a waste.
Yeah, Richard Leadbetter said he noticed some artifacts but he had to look carefully with his nose 2 feet from the large TV. The same thing would happen on Scorpio, whatever processing power they have, it would be better used to improve other areas of the graphics once they reached a sampling beyond normal visual acuity on a normal screen size and distance.

I mention Richard because he's the only journalist who still have a functioning brain, there's a kind of virus spreading among all game journalists, it made them all go full retard. He seems to have a natural immunity.
 
Well, it'll hit 4k with reconstruction, which is perfectly valid, but I have a feeling a lot of games are not going to strive for 4k native rendering. It would be a waste.
I disagree. Consoles have never run benchmark quality, most of which the features in a benchmark are not made to scale. All we understand of 4K today is brute forcing. We have limited understanding of what performance could be like if developers actually decided to use proper algorithms designed for it.

That being said non Ultra features, a GeForce 980 TI can do 4K@60 FPS. There's no reason a properly optimized game for a specific and similar in power hardware configuration couldn't get close.

I'm not saying reconstruction isn't in the cards, it most certainly will happen with a few titles, but that doesn't mean there won't be quite a few 4K native titles.

Under this reasoning, I do feel as though Pro will improve over time in how it handles higher resolution.


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