• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

PlayStation 5 Pro Unboxed, 16.7 TFLOPs GPU Compute Confirmed

kevboard

Member
You are talking with much assurance, why both AMD and Sony developed/choosed to include such a hardware feature if it can't be of any meaningful help for performance then, for the sake of it?

well, if we look at the spec sheet sony included, it is absolutely possible that they actually aren't including that feature in their custom RDNA3 GPU.

the reason AMD added it is because Nvidia did. and on Nvidia GPUs it actually seems to have at least some benefits. but that's also hard to judge because the gains of their GPUs could also stem from other improvements of the architecture
 
Last edited:

Lysandros

Member
Please don't do this at home.

arNXxze.gif
Sue this serial wipper's ass Sony!
 

Mr Moose

Member
well, if we look at the spec sheet sony included, it is absolutely possible that they actually aren't including that feature in their custom RDNA3 GPU.

the reason AMD added it is because Nvidia did. and on Nvidia GPUs it actually seems to have at least some benefits. but that's also hard to judge because the gains of their GPUs could also stem from other improvements of the architecture
When was this confirmed?
 
Why? the unboxing experience for the PS5 and the PS5 Pro is fucking atrocious.

They should take note from the Series X, that thing is awesome to unbox, shame it's practically dead.
So true. I will be tearing the ps5 pro box most likely just as I tore the shitty boxing in the elite headphones and the disk drive sitting in my closet.
 

ap_puff

Banned
Because ray tracing is expensive, and requires specialized hardware. When you see those outlandish numbers it is because they are saying that the GPU is doing the equivalent of that number of the Ray tracking hardware didn't exist.
That's incorrect, it's because there's a specific function in the hardware that lets it do certain kinds of math twice as fast. So "theoretically" it has double the tflops, but unless someone is specifically using that math, those extra tflops are worthless.

According to chips n' cheese this is limited to some fp32 addition commands (even though there are other cases where it could possibly be used) - either because the compiler wasn't good enough to detect more beneficial use cases, or the function simply isn't that important.
 

Fabieter

Member
So ist this the same thing with nvidia coming from the 10xx series to the 20xx with not that much extra Power but cool new Features like ai scaling and Hardware ray tracing.
 

shamoomoo

Banned
Why we suddenly care about TF again?
The issue is accurate reporting. With Digital Foundry supposed developers information behind the scene,one would think they would've understand with dual issuing,the Pro's TFLOPS are 33 tflops with dual issue or 16.5 flops if there isn't a scenario where dual issuing couldn't be leverage.
 
Last edited:

PaintTinJr

Member
It may very well be that Sony didn’t include dual compute in the design of the Pro GPU as they saw no need for it. They did a similar thing with the PS4 Pro, when the GPU had select features from Polaris and Vega but not all.

But in the end it really doesn’t matter, 16.7 TF gives an accurate picture of the expected performance from the GPU.
That is complete nonsense, of course it uses dual issue.

The reason they don't calculate it that way is that the vast majority of conventional GPU compute - beyond PSSR and nanite - that bog down the GPUs the most - like Lumen does - won't be able to benefit in doing more compute work in that time slice than the 16.7TF/s rate.

So the dual issue benefit is limited to tight and highly condensed simplistic compute or at best might allow some scatter Lumen type calculations to reduce their latency by using dual issue unless they some how alter the workload with AI training to become inferencing, but for the vast majority of the time in most games the GPU will not get that benefit.
 
"Dual-issue" has become my current pet peave, because RDNA was already dual issue, as was GCN before it. Both did 2 Ops per clock for each ALU in FP32.

What this is is actually quad-issue, when the architecture can do 4 Ops per clock for each ALU. I haven't read the RDNA 3 white paper so I don't know if there are any limitations, but to claim that quad-issue is not usable for games is ignorant as all hell.

It's not useful for the majority of currently available games that are not programmed to take advantage of it. That will be true also for the Pro, bear in mind; because all Pro games will be written for the base console and tweaked to run on the Pro. So unless a dev takes the time to re-write large portions of their code to utilize quad-issue wave32, then it will just do the nominal 2-Ops per clock that the base hardware does.

I think the quad-issue not usable in games thing is more of a mistranslation. It will be hard to utilitze fully the quad-issue ALU computation if the registers aren't also twice as wide, or the internal bandwidth twice the size, or the GPU Front-End twice as wide. Clearly, the GPU will be bottlenecked somewhere, and so quoting TF figures using quad-issue is even more deceptive than with dual issue because the utilization of the former will be much worse than the latter; e.g. if in real games my actual utilization of the max. theoretical 16TFLOPs is 35%, then for quad-issue, it will be likely something like 5% utilization of the maximum theoretical 32TFLOPs.
 

SonGoku

Member
What matters is the PSSR ML, not the Tflop.
Screaming about flops as the be all is as bad as dismissing them all together
Flops are a good indicator of performance gauge within any said architecture because it takes two important metrics (clock speed & stream processors count) besides general architecture improvements.

PSSR would have been worthless if the Pro did not have the raster/rt grunt to back it up
That is complete nonsense, of course it uses dual issue.

The reason they don't calculate it that way is that the vast majority of conventional GPU compute - beyond PSSR and nanite - that bog down the GPUs the most - like Lumen does - won't be able to benefit in doing more compute work in that time slice than the 16.7TF/s rate.

So the dual issue benefit is limited to tight and highly condensed simplistic compute or at best might allow some scatter Lumen type calculations to reduce their latency by using dual issue unless they some how alter the workload with AI training to become inferencing, but for the vast majority of the time in most games the GPU will not get that benefit.
I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 card
 
Last edited:

Zathalus

Member
That is complete nonsense, of course it uses dual issue.
It might have it, it might not. Clearly Sony doesn’t think it’s worth mentioning in the manual and has made zero mention of it anywhere else.

But it really doesn’t matter as we already know what the expected performance gains are.
 
Still smaller than the OG.

I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 card

Agreed. The change hasn't amounted to much in the PC space.
 
Last edited:
I find it kinda strange they claim that dual issue stuff doesn't really apply to games, because I saw some Bend Studio dev tweet the other day more or less saying it's integral to how PSSR works.

Gonna try to find the tweet in question

Edit: Ex dev, it seems. Don't know how credible he is.

This is the difference of utilizing 24V and 12V. Sure, one looks better, but they are the fuckin' same. 32-Bit vs 16-Bit - More Data vs Less Data - even if you had 2 times the amount of FLOPS, you still have to do twice the work to achieve it.
 
Last edited:

yogaflame

Member
Screaming about flops as the be all is as bad as dismissing them all together
Flops are a good indicator of performance gauge within any said architecture because it takes two important metrics (clock speed & stream processors count) besides general architecture improvements.

PSSR would have been worthless if the Pro did not have the raster/rt grunt to back it up

I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 card
I agree that TFlops is important. But as DF said , tflop comparison, does not matter that much anymore. But still we have to wait and see, once we see all the ps4 and ps5 games enhance and those will games coming out soon that are specifically designed for ps5 pro capabilities. Let that games do the talking.
 

HeWhoWalks

Gold Member
Outside of theoretical peak, no, teraflops are not that important. Dismiss them altogether? No. Make them the focal of a device's power? Silly because, again, it's about peak performance. When you see 16.7TF, it just means "more than 10.23TF". Cool. But, what's important? What can the device actually do? Well, then that teraflop number becomes far less important.

Me? I look at pixel rate, shader rade, texture fill rate, RAM amount, RAM speed, memory bandwidth/bus, and clock speeds (CPU and graphics card). The terflop number comes last in all of that.
 
Last edited:

Panajev2001a

GAF's Pleasant Genius
It might have it, it might not. Clearly Sony doesn’t think it’s worth mentioning in the manual and has made zero mention of it anywhere else.
Nowhere outside the developer docs that leaked out. I remember how Sony out the register file size of SPEs in PS3’s box manuals or the dual register file of the GS in the PS2 box manuals or the kill bit to strip degenerate triangles…

Maybe they give people numbers depending on the target audience? Devs would care about dual issue features and so they disclose it.
 
CZ5V1Oz.jpeg

How are some people so illiterate about tech they're still falling for propaganda 4 years later?

No, the Series X CPU isn't "locked" 3.6 GHz; no CPU in existence locks to a specific clock at all times unless it's malfunctioning. Series X's CPU is the same "up to" case as PS5's; it's just that Series X doesn't reallocate power from the GPU power budget to the CPU in order to help it hit its peak 3.6 GHz (SMT) or 3.8 GHz (non-SMT, which is useless for 9th-gen games because almost all of them are multi-threaded).

That is the only difference between the two systems when it comes to their CPUs. Well, at least in clocks anyway. PS5 = Smart Shift dynamically reallocates power budget from GPU to CPU (and vice-versa) to hit peaks IF required. Series X = No Smart Shift. If a game's running logic that only needs clocks of 2.2 GHz on the CPU, then it'll run that logic at 2.2 GHz on both PS5 and Series X.

It's like some people don't ever bother to check a Task Manager on their own PCs.

I find it kinda strange they claim that dual issue stuff doesn't really apply to games, because I saw some Bend Studio dev tweet the other day more or less saying it's integral to how PSSR works.

Gonna try to find the tweet in question

Edit: Ex dev, it seems. Don't know how credible he is.


That account's usually full of BS. They were trying to pass off leaks & rumors a while ago, and IIRC none of them came true. Also tried hyping of SIE making a couple 3P publisher acquisitions (Square-Enix and From Software/Kadokawa IIRC); obviously neither happened and likely will never happen at this point.

Anything involving inner-workings of SIE studios as they are today, I wouldn't listen to that account for an informed take.
 
Last edited:

Zathalus

Member
Nowhere outside the developer docs that leaked out. I remember how Sony out the register file size of SPEs in PS3’s box manuals or the dual register file of the GS in the PS2 box manuals or the kill bit to strip degenerate triangles…

Maybe they give people numbers depending on the target audience? Devs would care about dual issue features and so they disclose it.
I have no idea either way. It’s simply a possibility based on how Sony has engineered their GPUs in the past, they never align perfectly with what is out on the PC front. It’s just speculation that doesn’t really impact anything, we already know the expected performance increase from Sony and early testing.
 

Panajev2001a

GAF's Pleasant Genius
I have no idea either way. It’s simply a possibility based on how Sony has engineered their GPUs in the past, they never align perfectly with what is out on the PC front. It’s just speculation that doesn’t really impact anything, we already know the expected performance increase from Sony and early testing.
Come on… the dev docs leaked, it is not speculation. If you want to talk precedent look at PS4 Pro. It was a generation and something beyond PS4’s GCN family.
 

kevboard

Member
No, the Series X CPU isn't "locked" 3.6 GHz; no CPU in existence locks to a specific clock at all times unless it's malfunctioning.

that is simply not true. first of all, CPUs that adjust their clock speed wasn't always a thing that existed. up until the late 2000s, PC CPUs all ran at a set clock speed that only changed if the user intervened by manually changing the clock speed.

secondly, every single console except the PS5 has a locked clock speed for both the GPU and the CPU. on Switch these clock speeds can be set by the developers, who can chose between 3 clock speed profiles in handheld mode, and are locked to a single profile in docked mode.

game consoles are not PCs. a game console has to always be predictable for the developers. and a locked clock speed is the only way to do that.
the PS5 also always clocks as high as it can. it only adjusts to such a negligible degree, and only if it hits its TDP limit, that it's almost not worth even taking note of.
 

Mr Moose

Member
that is simply not true. first of all, CPUs that adjust their clock speed wasn't always a thing that existed. up until the late 2000s, PC CPUs all ran at a set clock speed that only changed if the user intervened by manually changing the clock speed.

secondly, every single console except the PS5 has a locked clock speed for both the GPU and the CPU. on Switch these clock speeds can be set by the developers, who can chose between 3 clock speed profiles in handheld mode, and are locked to a single profile in docked mode.

game consoles are not PCs. a game console has to always be predictable for the developers. and a locked clock speed is the only way to do that.
the PS5 also always clocks as high as it can. it only adjusts to such a negligible degree, and only if it hits its TDP limit, that it's almost not worth even taking note of.
Damn, wasting a lot of power at idle.
 

TGO

Hype Train conductor. Works harder than it steams.
A little off topic but I've just realised how expensive the Disc Drive actually is.
It's £100 and can't even play CD's
Yeah sure the one included is a given but when you sell it separately and charge £100...come on.
 
Last edited:
Top Bottom