Mr.Phoenix
Member
I agree that tech leaks never mention inactive CUs. However, this leak also talked about 3 shader arrays of 10 work groups each. Th PS5 currently has two shader arrays. RDNA in the case of the PS5 (and XS) disables one workgroup in each shader array to improve yields. So if 3 shader arrays, and one WG disabled in each, we end up with 54CU.Some of you need to stop low balling GPU compute so much. The PS5 Pro will follow the same route as the PS4 Pro, it's pretty simple.
They need to make the PS5 Pro seem worth it both in regards to on paper specs and in action. Trying to sell people on a 16 Tflop PS5 Pro without a disc drive for $599 ain't gonna cut it.
My pure guess would be 62-64 total CU with 60 active.
Also, where is this leak of 54 active CU? The leak was 60 CU, i.e. 30WGP.
Spec leaks never mention the inactive compute units. Look at leaks for OG PS4 and PS4 Pro before released, only active CUs were talked about.
So if the leaks hold true of 30WGP then that means PS5 Pro will have 60 active CUs.
But hey... even if we have 60CU active... let's be real here... that isn't doing what the PS4pro did. The PS4pro not only doubled the number of CUs from the OG to the pro, but it also increased clocks. For the PS5pro to do the same, it would have to have 72CU. All we are hearing is 60. And there is hardly a GPU on the market with a base clock of over 2400Mhz. And we know it cant be clocked at anything below the current PS5 GPU clocks. So that suggests that the PS5pro is clocked at best at 2300- 2400mhz, so let's just say 2350mhz.
So,
60CU @ 2350mhz = 18TF
54CU @ 2350mhz = 16.2TF
That is still a far cry from the 25TfF of the 7900XTX. And that's before RDNA3 compute magic math making it 50TF. But hey, if it's using the same RDNA3+ tech, then you can double that TF number and get 36TF and 32.4TF respectively. But I don't trust the whole RDNA3 VOPD thing, as its use case is generally very specific and limited thus far.