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PS5 Pro Specs Leak are Real, Releasing Holiday 2024(Insider Gaming)

GPU L1 cache per SA:

PS5 PRO: 256 kb, ~17 kb per CU (256÷15)
PS5: 128 kb, ~14.2 kb per CU (128÷9)
XSX: 128 kb, ~9.8 kb per CU (128÷13)

Almost double the Series X, curious to see how well this plays out in terms of real world performance. The RAM bandwidth isn't impressive so hopefully this can make up for some of it.
 

Lysandros

Member
Almost double the Series X, curious to see how well this plays out in terms of real world performance. The RAM bandwidth isn't impressive so hopefully this can make up for some of it.
To be fair GPU L2 situation is in favor of PS5/XSX.

PS5 PRO: 4 mb, ~66.7 kb per CU
PS5: 4 mb, ~111 kb per CU
XSX: 5 mb, ~96 kb per CU

(Not to overlook L0 increase from 16 kb to 32 kb on PS5 PRO.)
 
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twinspectre

Member
Was this posted here?

I am not seeing a big upgrade here. Were there other screenshots in his video?
yXQuLcs.jpg
If you want to play with raytracing + 60fps and 4K be ready for disappointment, because bigger games won't give you all of that goodness.
In FHD then things are going to be different, because in FHD you can have your 60fps and raytracing.
 
DF are saying that PS5 Pro supports Mesh Shaders as well, although a lot of context is missing here and it raises a lot of questions. What do they mean support? on a hardware level or a software level?

We already know PS5 has the hardware for Mesh Shaders, but there's a potential lack of API support. Maybe there's an updated API for the Pro?

We also know that Mesh Shaders aren't natively supported on AMD hardware (RDNA whitepapers don't make mention of Mesh Shaders either), they are compiled down to Primitive Shaders on all Radeon GPU's including the Series X/S. Maybe RDNA 3.5 and 4 introduce a new hardware feature which allows for native mesh shader support and the Pro will benefit from this.

On Pro's "Mesh Shader" support :




EDIT :

Simple explanation is that the PS5 Pro's API has a new shader stage to take advantage of RDNA 3's newer geometry engine and mesh shader functionality, more specifically the "Mesh Shader Fast Launch State", which is more in line with DX12 API.
 
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mckmas8808

Mckmaster uses MasterCard to buy Slave drives
Was this posted here?

I am not seeing a big upgrade here. Were there other screenshots in his video?
yXQuLcs.jpg


Oh I see noticable differences for sure. Plus, I'd like to know what resolution these three pics are being rendered at. That'll give us more information that's needed.
 

Bojji

Member
Oh I see noticable differences for sure. Plus, I'd like to know what resolution these three pics are being rendered at. That'll give us more information that's needed.

They were talking about 1080->4k upscaling in this paper so I guess base resolution is 1080p.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
They were talking about 1080->4k upscaling in this paper so I guess base resolution is 1080p.

WHOA BOY!!!!! If correct, this is MASSIVE!!!! Rendering a game like R&C: Rift Apart at 1080p gives the developer so much more "rendering budget" to use for other stuff. And if they can render it at 1080p with PSSR, but it looks like 4K to the naked eye, we are in for a treat!!!


This is how a game like GTA6 could run at 60 fps on the PS5 Pro folks!
 
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Durin

Member
A value-add that would actually get me to get a PS5 Pro would be to offer more backwards compatibility, at least PS1-PS2 with increased pixel resolution or some other upscaling method. I know they offer cloud streaming versions of older games, but the latency sucks.

The disc laser in my old fatty ps3 stopped working, and I'd like to play my older game library on the new device that doesn't sound like a jet engine when it boots.

Since it will likely have a detachable disc drive option, would be cool if it could read older games, even though everything I'm asking is incredible unlikely.
 
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