PS5 Pro *spawn

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?
Maybe he prefers not to keep a box that was already ripped.
 
Could it be that the Pro is using RDNA2 compute units like the vanilla PS5 does? That would equal RX6800-ish performance level, which is in-line with the 7700XT rumors that have been going. Perhaps for BC with the base PS5? That'd be 'just' 4TF up from the XSX, the previous most powerful console on paper.
It's not '4070' level of performance in raw performance as some have indicated before, neither in RT performance. In special if the GPU isn't having 'tensor cores'/separate units for the job.

Or the console is using RDNA3 compute units but Sony opted for just 16.7TF and relied on the PSSR and improved ray tracing performance? Its alot of money (we pay over a 1000 euro for the unit) which is hefty for what you get. No disc drive, no stand and its a meager upgrade compared to what the 4 Pro did over the base PS4. Its the upscaling and the RT that sell the product i guess. Two technologies that have been seen in negative light when they debuted back in 2018.
 
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.
Is 2.35 GHz for 60CUs?

When running base PS5 games, there are 24 CUs completely idle. Is it possible to turn off these CUs?

If 36CUs uses the GPU power, GPU may be higher than 2.5 GHz. This explains how base PS5 games improves 20% or more.
 
Perhaps they want to give realistic expectations of the Professional's performance relative to the base PS5 so they're comparing like with like...?
Thats also a very reasonable explanation.

Or.

dual FP32 was enabled for devkits but was never intended for final release for reasons that are beyond me.
 
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How we will now get 300tops Int8:runaway:
I’m not in disagreement.
Though Dual issue FP32 could be different from dual issue int8.

To me; it doesn’t make much sense. Does it cost more money or less to remove dual issue FP32. I really don’t know. I’m struggling as to why they would market 16.7TF, but the best reason is that, it performs closer to 16.7 than it does 33.4.

That’s reasonable. But if there was some sort of silicon savings reason, I’d be curious to learn more about the actual silicon cost of support dual issue fp32. Perhaps there is a backwards compatibility cost. I really don’t know. It’s just some interesting technical nuances to learn about, the number itself is not indicative of performance.

I frankly don’t care what the number is, I just want to know why.
 
I’m not in disagreement.
Though Dual issue FP32 could be different from dual issue int8.

To me; it doesn’t make much sense. Does it cost more money or less to remove dual issue FP32. I really don’t know. I’m struggling as to why they would market 16.7TF, but the best reason is that, it performs closer to 16.7 than it does 33.4.

That’s reasonable. But if there was some sort of silicon savings reason, I’d be curious to learn more about the actual silicon cost of support dual issue fp32. Perhaps there is a backwards compatibility cost. I really don’t know. It’s just some interesting technical nuances to learn about, the number itself is not indicative of performance.

I frankly don’t care what the number is, I just want to know why.

1:04

Have an actual custom silicon AI upscaler
 

1:04

Have an actual custom silicon AI upscaler
That AI upscaler doesn’t do any compute in FP32. It does it in int8 with sparsity.

I don’t want to be a negative Nancy, there is an insanely high probability that you’re going to see this exact feature with RDNA4 as well. And you’ll see this used with AMD FSR4 instead of it being called PSSR.
 
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