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Rumor: PS5 Pro Codenamed "Trinity" targeting Late 2024 (some alleged specs leaked)

Would you upgrade from your current PS5?

  • For sure

    Votes: 377 41.0%
  • Probably

    Votes: 131 14.2%
  • Maybe

    Votes: 127 13.8%
  • Unlikely

    Votes: 140 15.2%
  • Not a chance

    Votes: 145 15.8%

  • Total voters
    920
That wouldn't fit the "standard Sony design" though would it? PS4 Pro actually kept the old GCN arch and added Polaris tech didn't it? So wouldn't PS5 Pro follow with it being predominately RDNA 2-based with tech added from future architectures and Cerny sauce like stronger RT?
After 4 years? That would be disappointing but I guess it'll keep costs down so it's plausible
 

Mr.Phoenix

Member
I think that Sony could convince AMD to do the same again and offer a cheap 72 CU design for them where they just butterfly wing two 36 CUs?
I think the catch is that they don't even need it to be that powerful. And focusing on just raster performance would land them in a diminishing returns situation. There are other things and areas that would need some attention, eg, putting more cache memory in the APU which would improve CPU performance significantly.
30 WGP and everyone assumed 60 CU but it's supposedly on RDNA 3.5+
Well if it has and somehow can actually use the VOPD stuff from RDNA3 in addition to supposedly having BVH accelerating RT cores, that would be for a very very very powerful 60CU GPU. Though that whole VOPD thing is a totally different conversation.
 

Loxus

Member
I guess he strictly means 60CUs. Not 56 out of 60 etc.
He also said it's not 60CUs active either.
So if it's not 60 or 56CUs active, it can only be 54CUs active.

6CUs or 3 WGP disabled.
One WGP disabled for each shader engine.
 
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Who was expecting 25TF? All it needs to hit is around 20TF. That is totally doable for a console coming out in 2024 on likely a 4nm process.

Sony isn't dumb enough to try and sell people on a PS5 Pro that can't claim 2x the power.
With 54 CUs they'll need to reach 3ghz for that. Could be possible on 4nm process, maybe not on 5nm.
 

Loxus

Member
I'm still seeing some confusion with working out RDNA3 TF.

First we must understand that on RDNA 3, the number of SIMD32 in compute units has doubled compared to RDNA2.

The 7900XTX is 61 TFLOPs.
96 CU x 4 SIMD32 processors × 32 FP32 processors × multiply-accumulate × 2.5GHz

Which is,
96 × 4 × 32 × 2 × 2.5GHz = 61.44 TFLOPS

So for the PS5 Pro, assuming same clocks as PS5
54 × 4 × 32 × 2 × 2.23GHz = 30.82 TFLOPS

On PC, dual issue my not be fully utilized. On console, dual issue utilization should be a non-issue.
 
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pasterpl

Member
What the pro console means for developers? If it is 2x-3x more powerful than standard PS5, does this mean that PS5 will become a bottleneck for developers due to its install base?
 

Panajev2001a

GAF's Pleasant Genius
On PC, dual issue my not be fully utilized. On console, dual issue utilization should be a non-issue.
Not sold on this though, Pro consoles are likely to receive token support from devs (few devs making quick patches to mostly let the new machine try to bruteforce their way through the games) like it mostly seems to have happened for PS4 Pro. Why would we expect it to be different in PS5 Pro vs PC?

Maybe some RDNA4 extensions and some Sony compiler and profiler magic? Possible, but I would not hold my breath there…
 

ergem

Member
What the pro console means for developers? If it is 2x-3x more powerful than standard PS5, does this mean that PS5 will become a bottleneck for developers due to its install base?
Yes, of course. Since everything has to run on it. But thankfully PS5 is already powerful enough even beating Xsex most of the time.

Now imagine if PS5 is like that turd of Xsess, Sony's first-party output would be held back. Thankfully that's not the case.
 

FingerBang

Member
What the pro console means for developers? If it is 2x-3x more powerful than standard PS5, does this mean that PS5 will become a bottleneck for developers due to its install base?
You can't really talk about bottlenecks, more of baseline. The games will target PS5 and then will be scaled up.

That is the point of an "enhanced" console instead of a next generation. That said, having a PS5 as the "minimum" hardware is amazing for developers. Too bad that will basically only be true for first parties.
 

squidilix

Member
What the pro console means for developers? If it is 2x-3x more powerful than standard PS5, does this mean that PS5 will become a bottleneck for developers due to its install base?
We never know the "true" power of the PS4 Pro because Base PS4, indeed
So I assume, PS5 Pro is like PS4 Pro with more stability / résolution without gap.

But I still think we can achieve some crazy graphics like RDR2 and especially TLOUp2 wich this one perform better on base PS4
 
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I know people are worried about a 1.8x jump in rasterization performance, however if that is the case then it likely means Cerny's plan is to to boost it to an effective 2x via next-gen upscaling technology.

I said it before but I do think the Pro will have some sort of hardware acceleration for upscaling tech, even if they don't, FSR 3 should still be more than enough.
 

Perrott

Member
What the pro console means for developers? If it is 2x-3x more powerful than standard PS5, does this mean that PS5 will become a bottleneck for developers due to its install base?
Absolutely nothing, and that's its point.

To who the Pro means something is to the hardcore consumer: the same games as in the PS5 but at higher, even native, resolutions, steadier framerates and with prettier visuals.
 

Loxus

Member
I don't see where he said it wasn't 60CUs. He did say that 64CU - 4CU = 60CU is wrong.
Yeah the Kepler guy tweeted "nothing is stopping Sony from using 60/60"
Do you guys know about yields?

Or the reason why PS4 has 20CUs but only 18 active?

How about, why isn't the PS4 Pro 40 active CUs instead of 36? Even the PS5 only has 36 of the 40CUs active.

Knowing about a wafer and yields is why the PS5 Pro is not going to have 60/60 CUs active.
qKaxebS.jpg
 

Loxus

Member
Not sold on this though, Pro consoles are likely to receive token support from devs (few devs making quick patches to mostly let the new machine try to bruteforce their way through the games) like it mostly seems to have happened for PS4 Pro. Why would we expect it to be different in PS5 Pro vs PC?

Maybe some RDNA4 extensions and some Sony compiler and profiler magic? Possible, but I would not hold my breath there…
Not if dual issue is done on the API level, where devs input isn't needed. Similarly to where the IO Complex decompression needed no dev input.

Dual issue has additional SIMD32 that's using up die space. If you think Sony is not going to use dual issue, Sony may as well stick with RDNA 2 on 5nm.

RDNA4 is rumored to continue with dual issue.
 
I hate what this Kepler guy is doing. Either spill the beans or shut up.

I think if he leaks specific details he may compromise his sources, until a later date when the information becomes more available to different people within the company. That way it's harder to pin down who leaked what since so many people already know, including developers.

I do agree though, Keplar needs to relax with the blue-balling. Tell us or just shut up.
 
The leak is very specific about 30 WGP specs guys. I have a feeling we'll get exactly that so that would mean reaching 20 tfops (RDNA2) is not that far fetched anymore.
A 2.6 ghz clock would be enough to reach about 20tf with 30 WGP.
 
The leak is very specific about 30 WGP specs guys. I have a feeling we'll get exactly that so that would mean reaching 20 tfops (RDNA2) is not that far fetched anymore.
A 2.6 ghz clock would be enough to reach about 20tf with 30 WGP.
That's about a 17% gpu clock bump the ps4pro got a 14% increase yeah I'm not sure 🤔 especially with the PS5 clocks already pushing pretty hard but maybe...I'd like to see if they stick with variable clocks
 

Bernoulli

M2 slut
That's about a 17% gpu clock bump the ps4pro got a 14% increase yeah I'm not sure 🤔 especially with the PS5 clocks already pushing pretty hard but maybe...I'd like to see if they stick with variable clocks
The PS5 clocks aren't pushing hard compared to RDNA2 and 3 gpus
 

DeepEnigma

Gold Member
I don't see where he said it wasn't 60CUs. He did say that 64CU - 4CU = 60CU is wrong.
It would make more sense uniformly with adding another 18CUs for a total of 54 (18+18 = 36 + 18 = 54). But even with current PS5 clocks (for low extraction layer compatibility across profiles with the base PS5) and 3 shader engines per CU (if true), then that is still a 25TF+ box.

Some things are not adding up, but very, very little info to go on.

Cool. Thats what I posted earlier as well. It makes sense. Keeping with the PS4's 18 for BC.

PS4 18.
PS4 pro 18 + 18 = 36.
PS5 18 + 18 = 36.
PS5 Pro 18 + 18 + 18 = 54.
Pretty much. Clocks would have to be the same (or more but not less) as the PS5 for compatibility across profiles as well due to how low the extraction layers are in their SDK.
 
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shamoomoo

Banned
It would make more sense uniformly with adding another 18CUs for a total of 54 (18+18 = 36 + 18 = 54). But even with current PS5 clocks (for low extraction layer compatibility across profiles with the base PS5) and 3 shader engines per CU (if true), then that is still a 25TF+ box.

Some things are not adding up, but very, very little info to go on.


Pretty much. Clocks would have to be the same (or more but not less) as the PS5 for compatibility across profiles as well due to how low the extraction layers are in their SDK.
If the PS5 pro has over 36 CUs then why would it's shade engine need to group exactly like the PS4 for back compatibility? If there is already 36 CUs, could part of the GPU clock down or shut off like Cerny explained in that Eurogamer interview?
 

DeepEnigma

Gold Member
If the PS5 pro has over 36 CUs then why would it's shade engine need to group exactly like the PS4 for back compatibility? If there is already 36 CUs, could part of the GPU clock down or shut off like Cerny explained in that Eurogamer interview?
Huh? You still need the 18 group for the PS4 and 36 with the same clocks (or higher) for PS5 base model profiles. I am not understanding what you are saying.
 

shamoomoo

Banned
Huh? You still need the 18 group for the PS4 and 36 with the same clocks (or higher) for PS5 base model profiles. I am not understanding what you are saying.
I'm alluding to this part Mark Cerny said in his Eurogamer interview:

"First, we doubled the GPU size by essentially placing it next to a mirrored version of itself, sort of like the wings of a butterfly. That gives us an extremely clean way to support the existing 700 titles," Cerny explains, detailing how the Pro switches into its 'base' compatibility mode. "We just turn off half the GPU and run it at something quite close to the original GPU."


what I'm suggesting if the shaders arrays are regrouped to add more WPS or CUs, shouldn't it only matter with regards to the PS5 and PS4 pro because they each have 36 CU and half of that gets the PS4.
 

DeepEnigma

Gold Member
I'm alluding to this part Mark Cerny said in his Eurogamer interview:

"First, we doubled the GPU size by essentially placing it next to a mirrored version of itself, sort of like the wings of a butterfly. That gives us an extremely clean way to support the existing 700 titles," Cerny explains, detailing how the Pro switches into its 'base' compatibility mode. "We just turn off half the GPU and run it at something quite close to the original GPU."


what I'm suggesting if the shaders arrays are regrouped to add more WPS or CUs, shouldn't it only matter with regards to the PS5 and PS4 pro because they each have 36 CU and half of that gets the PS4.
I'm still not following the last sentence in context to what I mentioned which is also based on what Cerny said.
 
Do you guys know about yields?

Or the reason why PS4 has 20CUs but only 18 active?

How about, why isn't the PS4 Pro 40 active CUs instead of 36? Even the PS5 only has 36 of the 40CUs active.

Knowing about a wafer and yields is why the PS5 Pro is not going to have 60/60 CUs active.
qKaxebS.jpg
It's most likely going to be 54/60 with 10 WGPs per SE. Sony likely designed it so they can disable one SE as a fallback for PS5 "BC" if needed.

The only way I could see them doing a full 60/60 is if AMD solved their massive yield issues (they likely didn't) or Sony markets this as a premium niche product at $600+ (more likely)
 

Mr.Phoenix

Member
So 60 out of 66
vmMBRHp.jpg
I don't think that is what all that means.

What he is saying is anyone saying 56/60 or 60/64 is wrong. He didn't say 54/60 is wrong.

What he also is saying, is that PS5 and in turn, PS5pro is using the same GPU blueprint that the PS4 used. To put that into context, PS4 had 20CUs. PS4pro had 40CUs. A pair of shader engines (SE)with 20CU each. Same thing with PS5.

PS5 has 10WGs/SE. So basically 20CUs per engine. And like the PS4pro before it, has a pair of those SE. What the PS4, PS4pro and PS5 have shown, is that for whatever reason, `viola` does not accommodate more than 10WGs(20CU) per SE. And disabling CUS per engine must be identical across all SE.

This means, that PS5pro has 3SEs with 10WGs each of 2CUs per work group. disable one WG in each array leaves you with a total of 27WGs. Or 54CU.

A good RDNA3 reference would be the 7900xtx. That has a total of 6 SEs with 8WGs per shader engine.

The seri X is an anomaly,it also uses 2 SE, but has up to 14WGs per SE. Sony, would not be doing this, as they would want to keep the SE core identical to the PS4/PS5. Doesnt matter if you have 2, 3, 4 or 5 SEs.What matters is that the number of WGs you have in all of them is the same as whatever you are trying to maintain compatibility with. At least so far that's the design philosophy Sony has been using.
 
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shamoomoo

Banned
I'm still not following the last sentence in context to what I mentioned which is also based on what Cerny said.
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.
 

DeepEnigma

Gold Member
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.
I see what you are saying now. My comment was based on the current CU count methodology.
 

onQ123

Member
I don't think that is what all that means.

What he is saying is anyone saying 56/60 or 60/64 is wrong. He didn't say 54/60 is wrong.

What he also is saying, is that PS5 and in turn, PS5pro is using the same GPU blueprint that the PS4 used. To put that into context, PS4 had 20CUs. PS4pro had 40CUs. A pair of shader engines (SE)with 20CU each. Same thing with PS5.

PS5 has 10WGs/SE. So basically 20CUs per engine. And like the PS4pro before it, has a pair of those SE. What the PS4, PS4pro and PS5 have shown, is that for whatever reason, `viola` does not accommodate more than 10WGs(20CU) per SE. And disabling CUS per engine must be identical across all SE.

This means, that PS5pro has 3SEs with 10WGs each of 2CUs per work group. disable one WG in each array leaves you with a total of 27WGs. Or 54CU.

A good RDNA3 reference would be the 7900xtx. That has a total of 6 SEs with 8WGs per shader engine.

The seri X is an anomaly,it also uses 2 SE, but has up to 14WGs per SE. Sony, would not be doing this, as they would want to keep the SE core identical to the PS4/PS5. Doesnt matter if you have 2, 3, 4 or 5 SEs.What matters is that the number of WGs you have in all of them is the same as whatever you are trying to maintain compatibility with. At least so far that's the design philosophy Sony has been using.
I was pretty much joking but given a possibility for 60

22 x 3 with 2 redundant CUs in each group making it 20 x 3 for 60 CUs .

Most likely it's just adding a 3rd SE to the 18 + 18 that we already have for 54 but the tweet is actually just pointing out the silliness of people saying stuff like 56 out of 60 or 60 out of 64 because that would be 2 SE with 30 or 32 CU's each
 

damiank

Member


I understand that you are referring to the “”NO fat””

IMO it still will be PS5 as it looks now. Slim would be CFI-2000. Also, actual console is technically ready for detachable ODD. It's like you buy actual Digital PS5 and ODD, come home, detach plate from console, insert ODD, put new plate that comes with ODD and you're good to go. It just needs adjustments to the case, like pulling connectors outside.
 

Mr.Phoenix

Member
IMO it still will be PS5 as it looks now. Slim would be CFI-2000. Also, actual console is technically ready for detachable ODD. It's like you buy actual Digital PS5 and ODD, come home, detach plate from console, insert ODD, put new plate that comes with ODD and you're good to go. It just needs adjustments to the case, like pulling connectors outside.
Sony is not that lazy.

And they would have to be crazy, stupid or both to pass up on the marketing buzz associated with a `the new PS5`.
 
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