PS5 Pro *spawn

Why is there assumption Pro uses 6nm?

6nm SOC with more expensive cooling is not economical.
It was a question of the costs of going to a lower node, and what had a lower cost. Apparently going 4nm and reducing the cooling-dimensions of the box is still the cheaper option.

The assumption was always a worst case scenario, in today's technology the most likely one.
 

Some superficial tests of some titles.

Numbers for elden ring:

"Caelid with a lot of monsters (that crazy big dogs and soldiers fighting)

RT off and Prioritize Quality: FPS between 52 and 59, average 54

RT off and Prioritize Frame Rate: FPS between 57 and 59, average 58"

I said it before, even with the pro, it wasn't going to run at a stable 60. The base PS5 could run it at 60 no problem, but their dynamic resolution is trash. Also, the dynamic res floor is 1620p, which makes it even worse.
It's pretty good with only using 36CUs a bit overclocked at 2.35ghz like I suspect (5% GPU improvement). Bandwidth improvements must surely help the most IMO. Always above 48fps VRR window at min 1620p native. But it won't resolve the biggest problem of PS5 version: the pop-in.
 
It's pretty good with only using 36CUs a bit overclocked at 2.35ghz like I suspect (5% GPU improvement). Bandwidth improvements must surely help the most IMO. Always above 48fps VRR window at min 1620p native. But it won't resolve the biggest problem of PS5 version: the pop-in.
The interesting one from the same guy was the RT mode. He said it ran between 48-60fps on the pro. On the base ps5 it ran between 30-35 fps.
Elden-Ring-Ray-Tracing-Upgrade---Is-It-Worth-It_---PS5-vs-Xbox-Series-X-vs-PC!-2-15-screenshot.jpg
 
According to this interview , Empire of the Ants targets 1440p upscaled to 4k and runs at 60fps on pro :

What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?

On both PS5 and Xbox Series X, we mostly target between 1400p and 1600p native, upscaled to 4K, and that is at a stable 30 FPS.

On Xbox Series S, the native render is in 972p upscaled to 1080p, still in 30 FPS.

On the PS5 Pro, we run at 60 FPS with a native target of 1440p upscaled to 4K.

These are the stats for standard scenes, light scenes can render natively above 2K, while very heavy battle scenes will temporarily lower native resolution down to 1080p to maintain framerate.
 
What's Richard's theory before or after the price was known?
He was following Kepler I think. Who also thought it was 6nm.

Until someone comes out with callipers it won’t be known just by eyeballing things.

The 5pro should have similar dimensions to the new XSX; the larger memory bus should make up for some of the deficit in CUs.

But if it’s smaller than XSX, then it’s definitely going to be on a smaller node.
 
01:36 The Box Is Opened
03:05 Peripherals In The Box
05:20 Consoles Emerge From Boxes
07:49 More Thrills: The Vertical Stand Unboxed And Attached
09:38 PS5 Pro vs PS5 Slim vs Launch PS5 vs... PS2?
11:27 Interesting Manuals! 16.7TF Confirmed!
15:37 Wrap-Up + Coverage Plans

Hmm.

So it sounds like they disallowed the dual issue FP32 branch. I’m not sure if that was a requirement to keep compatibility or not. Honestly I don’t think it does much to begin with for gaming at least.
 
Aren't we jumping to conclusions too quickly? Just because they aren't marketing it doesn't mean that dual issue isn't present.
Just more FUD. Dual Issue is going to get applied in some ways to gaming, just not as efficiently as normal TFlops. it will depend of engines and if those engines will benefit from it. It's very similar to FP16 on PS4 Pro. At the beginning most games didn't use it. But some engines eventually used it to improve rendering.

We even have specific info from commits and such that RDNA3.5 is supposely improving dual Issue efficiency compared to RDNA3.

EDIT: Shocking the ways Richards opens the PS5 Pro box. Was that on purpose ? Very odd. Is he opening all his console boxes that way?
 
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Just more FUD. Dual Issue is going to get applied in some ways to gaming, just not as efficiently as normal TFlops. it will depend of engines and if those engines will benefit from it. It's very similar to FP16 on PS4 Pro.

We even have specific info from commits and such that RDNA3.5 is supposely improving dual Issue efficiency compared to RDNA3.

EDIT: Shocking the ways Richards opens the PS5 Pro box. Was that on purpose ? Very odd. Is he opening all his console boxes that way?
It was in the documentation for developers less than a year ago, it's there, it's just not that impactful.

Also, it's just a box. Who cares.
 
Is it possible that this RDNA3 implementation for PS5Pro locked to Wave32 for shader code, while the extra vector lanes are reserved only for inference op's? That would kind of explain the TOPS numbers.
 
it was joke reffering to his first ps5 unboxing and how people were mad it wasnt went so well ;)
I just watched the IGN guy (and others like John) opening respectfully their PS5 Pro box. I have seen others unboxing of different stuff. I have neer seen that behavior before, even when they were gifted them, even more so. People do that kind of stuff for a good reason, usually. Doesn't he know how to use gravity (like John did) to easily get it open without tearing it apart?

Is he disrespectful like this with his others stuff and the myriads of others consoles he owned? Does he toss all this consoles boxes to the garbage and keep only the blank cardboard box?
 
I just watched the IGN guy (and others like John) opening respectfully their PS5 Pro box. I have seen others unboxing of different stuff. I have neer seen that behavior before, even when they were gifted them, even more so. People do that kind of stuff for a good reason, usually. Doesn't he know how to use gravity (like John did) to easily get it open without tearing it apart?

Is he disrespectful like this with his others stuff and the myriads of others consoles he owned? Does he toss all this consoles boxes to the garbage and keep only the blank cardboard box?
How the fuck do you disrespect a super cheap piece of cardboard? FFS
 
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