THE:MILKMAN
Member
Ooh, insider drama. Someone get on the blower to Harry Hill as there is about to be a fight.
Wel of course, a gpu doesn’t have to worry about the same thermal and power constraints, one of those gpus alone is using more power than an entire ps5 SOCThe PS5 clocks aren't pushing hard compared to RDNA2 and 3 gpus
I just suggesting why does the CU/WGP count have to be 20 total and 18 active or 30/27WGP for backward compatibility reasons if the assumed PS5 pro is going to have over 36 CUs if Sony rearranges the CUs? And taking Onq123 response to the tweet as an example,if the PS5 pro does have 66/60 CUs instead of 60/56 or 54 CUs the shader engine count would be over 20/18 of total/active,22+22+22 instead of 18+18+18.
Beat me to it, Keplar is suggesting the Pro will be in the region of a 7800 in terms of raster performance.Based on Kepler hints the PS5 will very likely be very similar to the soon to be released RX 7800 with 1 SE disabled making it 60/60 CUs (well actually 60/80).
What's very interesting is the 7800 is a RDNA3 GPU (using 5nm) with 4 Shader Arrays (but Sony will have to deactivate one SE for yields) with a game clock of 2.6ghz (so about 20 tflops with 3 SEs) and that can be clocked up to 2.8ghz. But I don't think Sony will clock it that high, I think they won't go over 2.6ghz.
Its memory is 18gpb/s GDDR6 (with a 256bit bus) so the same PS5 Pro is rumored to have. The only thing I wonder is about Infinity cache.
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AMD Radeon RX 7800 XT Specs
AMD Navi 32, 2430 MHz, 3840 Cores, 240 TMUs, 96 ROPs, 16384 MB GDDR6, 2438 MHz, 256 bitwww.techpowerup.com
Beat me to it, Keplar is suggesting the Pro will be in the region of a 7800 in terms of raster performance.
EDIT : Also important to note that it'll be RDNA 3.5 which it self is plucking features from RDNA 4, and Keplar also mentioned that the Pro will pluck RT features from RDNA 4. Once again, Cerny going for a heavily customised chip.
Just some additional information, I have no clue what SALU is.
But the rx7800 xt supposedly is going to have 60 CU,so basically that half of that block diagram with with 20 total CUs like the Pro if real,for desktop I don't see why AMD couldn't add 2 more CU in each shader engine to 66.![]()
Take a look at the 7900XTX die shot above.
This labels each GPU unit appropriately.
Notice each Shader Engine has an even amount of WGP.
8WGP pre Shader Engine on the 7900XTX.
66CUs / 33WGP is not possible.
72CUs / 36WGP is the next step up from 60CUs / 30WGP if using 3 Shader Engines.
Disabling 12CU/6WGP is a huge waste of die space.
The only way I can see PS5 Pro having 60CUs active, is if Sony keep the chips that have no less than 36 good CUs for the PS5.
I still think you don't understand how important die space is.Based on Kepler hints the PS5 will very likely be very similar to the soon to be released RX 7800 with 1 SE disabled making it 60/60 CUs (well actually 60/80).
What's very interesting is the 7800 is a RDNA3 GPU (using 5nm) with 4 Shader Arrays (but Sony will have to deactivate one SE for yields) with a game clock of 2.6ghz (so about 20 tflops with 3 SEs) and that can be clocked up to 2.8ghz. But I don't think Sony will clock it that high, I think they won't go over 2.6ghz.
Its memory is 18gpb/s GDDR6 (with a 256bit bus) so the same PS5 Pro is rumored to have. The only thing I wonder is about Infinity cache.
![]()
AMD Radeon RX 7800 XT Specs
AMD Navi 32, 2430 MHz, 3840 Cores, 240 TMUs, 96 ROPs, 16384 MB GDDR6, 2438 MHz, 256 bitwww.techpowerup.com
First of all, CUs must be paired which makes a WGP.But the rx7800 xt supposedly is going to have 60 CU,so basically that half of that block diagram with with 20 total CUs like the Pro if real,for desktop I don't see why AMD couldn't add 2 more CU in each shader engine to 66.
I can understand if that's going to be impossible on the PRO because of the extras cache that is going to be in the CPU. The rumored GCD for 7800xt is supposedly 200mm and 346 total with the MCDs.
I understand about deactivating stuff for yields. But Kepler is really hinting that it's going to be similar to the 7800 with 60 CUs. And he clearly stated SEs needed to be symmetrical which is really specific.I still think you don't understand how important die space is.
Disabling an entire shader engine in a console is madness.
Also, the 7800 only has 3 Shader Engines.
AMD's RDNA 3 Graphics
Navi32
Full Navi 32 has only up to 60CUs and these are Navi 32 variants.
- gfx1101 (Wheat Nas)
- Chiplet - 1x GCD + 4x MCD (0-hi)
- 30 WGP (60 legacy CUs, 7680 ALUs)
- 3 Shader Engines / 6 Shader Arrays
- Infinity Cache 64MB (0-hi)
- 256-bit GDDR6
- GCD on TSMC N5, ~200 mm²
- MCD on TSMC N6, ~37.5 mm²
7800 = 60CU
7700 XT = 54CUs, 6CUs disabled
7700 = 48CUs, 12CUs disabled
This is the reason why compute units are disabled.
Tools may unlock disabled compute units of AMD ‘Fiji’, other GPUs
Modern graphics processing units are extremely complex devices, which are exceptionally hard to manufacture. Because some of their execution units are defective, they are usually disabled during testing and packaging process. However, in many cases GPU developers also disable fully-functional units just to get a GPU configured for a particular graphics card.
I think you are partly correct about disabling an entire shader engine though, but for PS5 instead.
I kinda like the idea of Sony making one chip for both PS5 and PS5 Pro.
He's correct, both PS5 Pro and 7800 have 60 CUs but PS5 Pro would have 54 active like the 7700 XT.I understand about deactivating stuff for yields. But Kepler is really hinting that it's going to be similar to the 7800 with 60 CUs. And he clearly stated SEs needed to be symmetrical which is really specific.
Just some additional information, I have no clue what SALU is.
Just some additional information, I have no clue what SALU is.
So its skipping the most important improvements which were sorely needed for the rt bump and ml...damn this is looking like an underwhelming upgrade.
Wait i thought ps5 pro was rdna3.5 hence it skipping the rt cores etc, cerny better pull off some efficiency magic otherwise yeah this thing will make the ps4 pro look like a real upgrade in comparison.Luckily it seems like the Pro is plucking the RT cores from RDNA 4 anyway so I'm not complaining.
Are you referring to dedicated hardware like Nvidia or Intel? Because the could run ML data on the shader like the PS5,as for ray tracing,it could be the RDNA2 version or the same as that Mark Cerny patent.So its skipping the most important improvements which were sorely needed for the rt bump and ml...damn this is looking like an underwhelming upgrade.
No. Here he defines RDNA 3.5. Elsewhere his implying about PS5 Pro being RDNA 3.5 + RT from RDNA 4.So its skipping the most important improvements which were sorely needed for the rt bump and ml...damn this is looking like an underwhelming upgrade.
On paper it looks that way. But remember that PS5, being a puny 2070 on paper, can perform like a 3060, 3070 (or 2080 super) in some games when optimized. It's going to be the same for PS5 Pro and with much better RT.So it will basically be equal to a 4070 or probably a 5060ti.
Yes its clear that dedicated hardware is the way forward and despite amd desperately trying to wriggle away from it, the fact is to be competitive with its competitors they have to adopt it aswell hence rdna4 roadmap. Running it on the shader and cus alone is a halfmeasure and the cause of amds embarassing performances in rt and ml workloads.Are you referring to dedicated hardware like Nvidia or Intel? Because the could run ML data on the shader like the PS5,as for ray tracing,it could be the RDNA2 version or the same as that Mark Cerny patent.
N4 is just a N5+++, by end of 2024 Nvidia will be moving to a proper node called N3E.
The PS5 is not equal to a 2070. It's quite a bit faster then that, 2070 is roughly 8.5 TFLOPs at regular clocks. The PS5 sits between a 2070 Super and a 2080, closer to a 2080 actually. It also has the advantage of being able to address more VRAM then those cards. The closest PC GPU is actually the 6650XT.On paper it looks that way. But remember that PS5, being a puny 2070 on paper, can perform like a 3060, 3070 (or 2080 super) in some games when optimized. It's going to be the same for PS5 Pro and with much better RT.
Imagine what Insomniac are going to do with that new RT hardware. Even now their implementation of reflections on PS5 are better than on PC (at least in Ratchet). In the end it's about software and insomniac are currently the king in that area. I am also impatient to see Guerrilla upcoming games with hopefully RT this time on Pro.
54 CU clocked at 2610Mhz. So a 17% clock speed bump, which should be doable.So do we think we can get to 18TF? I think that would be great for RDNA 3 TF right?
Yep that should be reasonnably doable. That's the game clock of the upcoming 7800 that will supposedly be very similar to PS5 Pro chip (3 SEs, 5nm, RDNA3). And dynamic clocks should allow this even more.54 CU clocked at 2610Mhz. So a 17% clock speed bump, which should be doable.
Don't forget that the PS5 has 40 CU's but 4 disabled for yields, so probably the same here.. 56-58 active CU's out of 60.RDNA introduced the "workgroup processor" ("WGP"). The WGP replaces the compute unit as the basic unit of shader computation hardware/computing. One WGP encompasses 2 CUs. This allows significantly more compute power and memory bandwidth to be directed at a single workgroup. In RDNA, 1 CU is one half of a WGP.
so the PS5 pro has 60 CU big jump from the PS5 36
Don't forget that the PS5 has 40 CU's but 4 disabled for yields, so probably the same here.. 56-58 active CU's out of 60.
PS5 has shown that TF isn't the end all be all of performance. It compares equally or better to its 2TF greater competitor. Cerny knows how to build an efficient system with fewer performance stalling bottlenecks. I am interested to see how they improve the pro to further reduce any bottlenecks they have found in the base model.So do we think we can get to 18TF? I think that would be great for RDNA 3 TF right?
Shager Engines has to be symmetrical according to Kepler.
So it's 54CUs active, 6CUs disabled for yields.
One WGP (2CUs) disabled per Shader Engine and there are three Shader Engines in total.
Symmetrical Shader Engines.Doesn't symmetrical means grouped by 2? Or he actually meant identical.
Thats interestingSymmetrical Shader Engines.
So all Shader Engines need to have the same amount of WGP enabled.
I agree, to many CUs for the ROPs, Primitive Unit, etc. to utilize.Thats interestinghis take(Kepler) on Arden was also interesting he thinks because of the unconventional setup of 14 WGP 2SE it's being bottlenecked and not performing as it should
But I am guessing....50tf equivalent
4x current ram
999$ msrp
That is all
But I am guessing....
18-24 TF's
20gb Ram
4ghz 8 core/16 threads CPU
1-1.5 TB storage
7750ish XT GPU
$549
I don’t blame anyone for sticking with the regular sku as likely 80-90% of consumers will doUnless it's a decent upgrade, I'll probably stick with my PS5.
I mean, that's the expectation out of Sony I would guess. PS4 Pro / Xbone X were about 20% of sales.I don’t blame anyone for sticking with the regular sku as likely 80-90% of consumers will do
The Series S and X approach results indeed in more work for the developers, since Microsoft introduced an incredibly weak baseline for multiplatform game development in this generation of consoles. Had the Series X and PS5 been the baseline for this gen, developers would have had it much easier, since the two of them are very similar in terms of hardware.Makes you wonder what the narrative would be if it looked like MS was doing a Pro console.
"Its gonna be more work for developers!!"
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Some ppl are really in their feelings about a PS5 Pro.
PS5 has shown that TF isn't the end all be all of performance. It compares equally or better to its 2TF greater competitor. Cerny knows how to build an efficient system with fewer performance stalling bottlenecks. I am interested to see how they improve the pro to further reduce any bottlenecks they have found in the base model.
The issue with Xbox Series is the S. Games are basically made for PS5/XSX and then are downscaled to Series S. That box has less VRAM vs XSX (not to mention graphical processing power). Hence the issue we see that some of the developers are having. Throw in feature parity rule and it gets worth.Makes you wonder what the narrative would be if it looked like MS was doing a Pro console.
"Its gonna be more work for developers!!"
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Some ppl are really in their feelings about a PS5 Pro.