These were rhetorical paper specs, in practice did it turn out worse or better than that? This is not to talk about XSX vs XSS per-se but to think about PS6 and the Handheld.compared to the Series S, which is ⅓ on the GPU, and nearly identical on the CPU compared to the X
These were rhetorical paper specs, in practice did it turn out worse or better than that?
Ok, so the results in practice were a bit worse than the paper specs diff.the issue was however the RAM pool size, which made it sometimes impossible to have RT enabled, and it also lead to some texture issues.
Ok, so the results in practice were a bit worse than the paper specs diff.
Where is that assumption coming from?Next gen likely is gonna be build around AI upscale and frame gen.
Average game on ps6 is going to do 1080p 40 fps. That will be taken up to 4k 60-120. With heavy RT features.
Extrapolate from there, what the handheld will be capable of doing. Its 1/6 or so in raster performance.
Thats how nvidia hardware handles path tracing. 5080 doesn't do native 4k in path tracing.Where is that assumption coming from?
1) The point of better AI hardware is to avoid that kind of compromise. We already see how turning RT features on strains new hardware less than old one
2) RT is scalable, no one thinks a portable device should run games with the same settings
3) A great upscaler on par with DLSS would make 720p -> 1080p look amazing
OK, but here's the thing:Thats how nvidia hardware handles path tracing. 5080 doesn't do native 4k in path tracing.
Its safe to assume PS6 will do these internal resolutions with those settings.
Handheld will probably do same settings at like 120p. Not sure how that will look like upon upscaling.
I was replying to steveholt, who wanted same settings as PS6 on this one.OK, but here's the thing:
The RT jump for next generation should be really big, for both Nvidia and AMD.
PS6 therefore should be able to do higher resolution than current hardware with PT.
Games will also be written with PT in mind, which would encourage developers to optimize them properly.
PT will probably offer some kind of fallback for weaker hardware. I don't think it's going to be as extreme as going below 720p with upscaling.
But all of this is speculation. I think the PS6P hardware seems pretty solid. Things can be scaled back as long as we don't get any major bottleneck. The problem with current handheld PC with AMD hardware is that the GPU side of the equation is still stuck in 2022.
I mean, if Sony aren't complete retards, they would make sure that if you buy a fucking PS5 or PS6 game, you can play it on the handheld, or on the console(s). I mean, that would be one of the few good uses of their shitty ecosystem. Make sure that you buy a game once, and it runs on all their platforms it can run on.
Even?Even Valve doesn't guarantee this with the SteamDeck and your games you buy on Steam. So why should Sony with the PS6 and the PSP3?
Even?
Valve guarantee literally nothing, it's just a storefront, they are not ecosystem with fixed spec and curated access
Because Sony controls the hardware the developers target.Even Valve doesn't guarantee this with the SteamDeck and your games you buy on Steam. So why should Sony with the PS6 and the PSP3?
Why would 4k become the standard native resolution when we have DLSS/FSR/PSSR nowadays?
1440p -> 4K with DLSS or other deep-learning algorithms has frequently better image quality than native 4K.Because all of them are still crutches and don't provide better resolution than native. I use them frequently but all of them have issues. 4k native is 4k native. By same argument you can say that why 1080p when you can upscale from 720p but somehow you can't find anyone arguing for that.
I have 5090 and 4k is still something i can't play natively most of the time. C77 at 4k with pathtracing with no dlss is like 30fps on it which is to me unplayable framerate.
1440p -> 4K with DLSS or other deep-learning algorithms has frequently better image quality than native 4K.
I think people put too much stock into 'what PS is this'. If I buy 'Game A' that gives me PS4/5/6 license - it only needs to run one of them (or some version of the configuration in between).Being that Sony more than likely won't mandate all PS6 games to run on this PSHH, they'll need to properly communicate that to everywhere early.
Play Switch 6First order or business, is to NOT call it a PS6 handheld. The name of this thing matters!
DF is comparing analytical TAA to DLSS when they say 'native' vs 'upscaled', so indeed it's a false equivalency at best. At minimum they should compare DLAA to DLSS(or appropriate equivalent with other AA tech) if they want to make claims about 'better than native', and we know the upscaled image loses there.It does not. DF is high as fuck and people are parroting those idiots too much.
It does not. DF is high as fuck and people are parroting those idiots too much.
To see it in practice go to C77 mox club from game opening and look at LED walls. At native 4k they are sharp and when you move camera nothing happens. But when you use DLSS those same LEDs are getting smeared. Even with latest DLSS. DLSS is good at static images which look great in screenshots but the moment you start to move is when all that sharpness goes away as all of those upscales rely on previous frames.
Yes but it objectively isn't 'native' vs 'reconstructed' - it's just bad science to call it that.This is quite objective fact and anyone can test it.
Yes but it objectively isn't 'native' vs 'reconstructed' - it's just bad science to call it that.
And the only one to benefit from muddying the waters was NVidia, so it only adds fuel to channels like DF becoming PR mouthpiece for bigtech. Even if they did so by accident.
Are you sure you're not using an old version of DLSS?It does not. DF is high as fuck and people are parroting those idiots too much.
To see it in practice go to C77 mox club from game opening and look at LED walls. At native 4k they are sharp and when you move camera nothing happens. But when you use DLSS those same LEDs are getting smeared. Even with latest DLSS. DLSS is good at static images which look great in screenshots but the moment you start to move is when all that sharpness goes away as all of those upscales rely on previous frames.
He/Him.The image in the OP says "Source: Neograf".
Never heard of them.
No disagreement there (it's why TAA was embraced in the first place - which was also a much cheaper alternative to get 'near' SSAA quality).Most people just prefer having almost as good image quality with MUCH better performance.
Totally agreed. These DF folks are nearly as clueless as the MLiD quack. More technobabble than a Star Trek episode and not one of them know anything about graphics or game design or game engines. Just clickbaiters shooting the sh*t. For all the good that Youtube has done for video streaming in the world (think AVGN and the Gaming Historian), it has unfortunately spawned the careers of these know-it-all know-nothing clickbaiter shills parasites making a career out of spewing out garbage for the uneducated masses. These people should be kicked off the platform and replaced by people with credentials, or at least journalists who are objective and don't pretend to know what they are talking about from a technology standpoint. It is sickening and a major turnoff.It does not. DF is high as fuck and people are parroting those idiots too much.
To see it in practice go to C77 mox club from game opening and look at LED walls. At native 4k they are sharp and when you move camera nothing happens. But when you use DLSS those same LEDs are getting smeared. Even with latest DLSS. DLSS is good at static images which look great in screenshots but the moment you start to move is when all that sharpness goes away as all of those upscales rely on previous frames.
A different processor from PS6 already means its way more work to port it. Not to mention, much bigger delta in power.People are missing a key point: the PS6P isn't comparable to the Series S in the way they think. Unlike a cut-down home console, it's designed first and foremost as a handheld, which already sets it apart from the standard PS6 in both purpose and user experience. Its hardware would likely be built around a large, well-balanced RAM pool targeting 1080p output, meaning developers wouldn't have to wrestle with awkward bottlenecks or fragmented optimization the way they sometimes do with lower-tier consoles.
On top of that, competent machine learning hardware could play a major role in closing the performance gap with its more powerful counterpart, helping deliver visual and performance parity in ways that go beyond raw specs. From a user perspective, that means the experience wouldn't feel like a compromised version of the "real" platform.
Most importantly, a unified library with the PS6 would change everything. Unlike the Vita era, where support eventually tapered off, this approach would ensure consistent game availability and long-term viability. If executed properly, it wouldn't feel like a side device—it would feel like a natural extension of the main platform.
I think Sony has been waiting for the right time to execute this strategy, and now it finally makes sense. Given their developer-friendly approach since the PS4 era, they've built a strong foundation for something like this to work smoothly. If they carry that same philosophy forward, there's a good chance it'll be executed really well and feel seamless for both developers and players.
Because Sony controls the hardware the developers target.
I think people put too much stock into 'what PS is this'. If I buy 'Game A' that gives me PS4/5/6 license - it only needs to run one of them (or some version of the configuration in between).
But Sony - unlike Valve - does need to mandate 'something' about the library, because if the handheld is a 'handheld library' they're just building another Vita and noone wants that.
And Valve's audience is the 1% so far that is willing not only to put up with PC UX eccentrics but also isn't too fussed about fiddling with making games work when they don't (out of the box). Maybe that grows to 100M+ users some day but they don't exist today, so concessions here could be a target for Microsoft's niche market to chase, but not Sony.
Play Switch 6
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Its hardware would likely be built around a large, well-balanced RAM pool targeting 1080p output, meaning developers wouldn't have to wrestle with awkward bottlenecks or fragmented optimization the way they sometimes do with lower-tier consoles.
Im amazed you didn't like what I said then. OT: I KNOW Sony will do it right.You sound a lot like Jason Ronald talking about Series S![]()
That Play Switch 6 name is all the Devil's work. No way man
But to your first point, Sony clearly will need to come up with a way to not allow a game to run on previous generation consoles. Whatever that config is or however they make those wrapper work, they have to allow devs to make a game that runs on the PS6, but not the PS4, PS5, or PSP3.
What different processor? All is Zen6 and RDNA5. The game package will need minor tweaking to scale down to the handheld.A different processor from PS6 already means its way more work to port it. Not to mention, much bigger delta in power.
AFAIK, its the only device that uses that processor. Series S, X, PS5 they all used a very popular pc cpu. Devs once they know how to optimise for ram, didn't had any other issues with Series S. it was a one time learning curve worth getting through.
What different processor? All is Zen6 and RDNA5. The game package will need minor tweaking to scale down to the handheld.
As I said before, unlike MS Sony will do it right.
They are going to require the handheld's support. That's why LPM exists.
Is the PS6 portable less capable than the Switch 2? Because basically every developer will be supporting that going forward.Microsoft also did it right. the issue is that you can't rely on developers doing proper optimisation.
you have to hope that the handheld is successful, if not, it will end up with awful unoptimised ports just like the Series S.
and it's very easy to see in just the most recent release, Pragmata.
why does the Series S run at 720p with TAA, instead of utilising FSR3 (which the game supports) to reconstuct the image to 1440p or even just 1080p? why not offer a quality mode that targets 30fps and runs at native 1080p, maybe with FSR3 to 1440p?
the very simple answer is that the Series S port has basically zero priority. the hardware is not the issue.
I can guarantee you that if you exposed the full settings menu many users would find better settings than what Capcom used. that wouldn't fix their suboptimal texture pool handling of course.
and if the PS6 handheld ends up as a low priority system, it will have the same fate.
it's in the same position after all. less memory, dramatically cut back GPU, and on top of that also a dramatically cut back CPU.
Is the PS6 portable less capable than the Switch 2? Because basically every developer will be supporting that going forward.
I believe it's the other way around. The difference in specs is bigger than with the Series consoles to just scale down.What different processor? All is Zen6 and RDNA5. The game package will need minor tweaking to scale down to the handheld.
As I said before, unlike MS Sony will do it right.