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Will PlayStation 6 run Path Tracing games at 60fps?

Will PS6 have Path Tracing at 60fps?


  • Total voters
    262
You're overlooking something, most of the path tracing we see in games right now is on Nvidia cards. I'm not sure if AMD can catch up for next-gen consoles to hit PT at 60. At 30, maybe… at 40, that's the best-case scenario.
 
Like people didn't think PS5 would get both SSD and hardware RT. PS6 is 100% going to be the console of PT and at 60fps in some games. Maybe not at launch (except the Insomniac games), but it'll happen.
 


Regarding the Ray Reconstruction blur, I was surprised by this video.

Because I had an impression that AMD RR severely pixelated scenes when compared to the Nvidia's RR,

but it's actually quite the opposite.

This shows how DF videos are misleading people, and I feel it's very intentional.


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Regarding the Ray Reconstruction blur, I was surprised by this video.

Because I had an impression that AMD RR severely pixelated scenes when compared to the Nvidia's RR,

but it's actually quite the opposite.

This shows how DF videos are misleading people, and I feel it's very intentional.


스크린샷 2026 04 26 105733





스크린샷 2026 04 26 105812





스크린샷 2026 04 26 105847




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You could see the same results in both Nvidia and hardware unboxed videos.

What resolutions are they using in this video?
 
I think many of you are taking the 30fps quote out of context. The actual render time for PS5 Pro with the prototype path traced was 23.36ms or ~43fps. The devs are saying that that is sufficient for a locked 30fps experience. When translating this data to infer PS5 Pro vs PS6 performance needed for PT, I think it's fair to say PS6 would need to be circa 50-60% faster than Pro across the board to guarantee locked 60fps (64-68fps), and that assumes no performance improvement for next gen PSSR.
Think About It GIF by Identity


Yep. From a Path Traced game on PS5 Pro running at native 1080p and around 40fps, PT games running at native 1080p and 60fps shouldn't be this exceptional feat on the next machine, given the dedicated hardware specifically designed to handle ray-traversal.
As Gaiff said not all Path Traced games are F1 25, but we should count on at least some games being developed entirely with this tech, and hardware, in mind Next Gen.

PS6 will easily be 2x of pro (if not more) in heavy RT, mark my words.
Well it better be. Otherwise what the hell have Cerny and AMD spent those "two years rethinking the entire Path Tracing pipeline" for?
 
Like people didn't think PS5 would get both SSD and hardware RT. PS6 is 100% going to be the console of PT and at 60fps in some games. Maybe not at launch (except the Insomniac games), but it'll happen.

define pathtracing...

it's not like that's even a fully uniformly agreed upon term.

the base PS5 can do pathtracing at 60fps, as can the Series X...
I mean fuck, I ran Quake 2 RTX on my old PC back in the day at 60fps, and that was on a GTX1070. did it run at a dynamic 480p~800p? sure! but it was pathtracing and 60fps on a GPU with no RT acceleration hardware.

and Quake 2 RTX is an example of a fully pathtraced game. the primary visibility is the result of pathtracing.
but that's not what other games call pathtracing.

in other games pathtracing is layered on top of rasterised primary visibility.
and who is to say that every part of the lighting is pathtraced? what if we only pathtraced reflections below a certain roughness value? you could probably even do that on current gen hardware easily.

in the end, pathtracing and raytracing are the same concept, just with different ways rays are shot out and filtered out.
 
You could see the same results in both Nvidia and hardware unboxed videos.

What resolutions are they using in this video?
Why do you bother with that troll? He takes a shitty vid from a non-name source instead of clear captures from reputable channels.

DLSS with RR doesn't make the game look like this.

y41PvmQ.jpeg
 
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Why do you bother with that troll? He takes a shitty vid from a non-name source instead of clear captures from reputable channels.

DLSS with RR doesn't make the game look like this.

y41PvmQ.jpeg

Holy fuck, source is like El analysta but on drugs, lol.
 
Holy fuck, source is like El analysta but on drugs, lol.
Not only that, but that troll takes bad captures and blows them up with images twice the size. The end result is that they both look like utter garbage.

BSimPHu.jpeg


You can literally count the individual strands of grass with DLSS Q at 1440p and RR in this feed. The other video is just a smudgy mess, but this poster is dishonest as hell and was pulling the same shit with garbage screenshots in the other Cyberpunk thread. He always does this.

Besides that, DF did report on RR blurring texture details and even eliminating some effects like rain altogether, but this was supposedly patched (at least the rain bit).
 
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The PS6 might become a powerhouse for upgrading classic titles!

Just imagine Virtua Fighter 3 and Tekken 3
with path tracing!

The Sun Thank You GIF by bptheofficial
 
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Is there an image or video example of ray tracing vs path tracing? Like is the extra computation worth it?
 
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Not only that, but that troll takes bad captures and blows them up with images twice the size. The end result is that they both look like utter garbage.

BSimPHu.jpeg


You can literally count the individual strands of grass with DLSS Q at 1440p and RR in this feed. The other video is just a smudgy mess, but this poster is dishonest as hell and was pulling the same shit with garbage screenshots in the other Cyberpunk thread. He always does this.

Besides that, DF did report on RR blurring texture details and even eliminating some effects like rain altogether, but this was supposedly patched (at least the rain bit).
Even the UI is heavily compressed/with crap quality.
 
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Is there an image or video example of ray tracing vs path tracing? Like is the extra computation worth it?
Depends.

But it could potentially be a true night and day, general difference in games like Cyberpunk, especially certain circumstances taking place in indirect lighting, or emissive lights:



avGqUTf.gif


Granted, if devs wanted they could have achieved something like above Gif differently, but when it comes to indirect lighting there's only so much you can do. Path Tracing solves every lighting issue by itself, while looking better than any other, troublesome and hard to achieve, alternative.

There is a sense of realism that is just impossible to obtain otherwise. It feels like the end goal, like the culmination of decades of real-time rendering progress. Like, "it doesn't get any better than this".

I mean, this is what potentially awaits Next Gen:



Worth it, and then some.
 
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You're overlooking something, most of the path tracing we see in games right now is on Nvidia cards. I'm not sure if AMD can catch up for next-gen consoles to hit PT at 60. At 30, maybe… at 40, that's the best-case scenario.
Yep. AMD needs to show this they can do this level of path tracing on their full-size flagship cards much less on an APU.
 
What Cerny has to prioritise if Amethyst is going to eventually expand from PSSR to Frame Gen and ray denoising, is input latency, PS5 is considerably higher than PC, framegen on top of that would be borderline unplayable for some games.
 
Yes- 1080p to 4k. Considering the massive leaps in RT and AI capabilities, offloading the PT work on wildly juiced GPUs compared to today will make it viable.
 
What Cerny has to prioritise if Amethyst is going to eventually expand from PSSR to Frame Gen and ray denoising, is input latency
Absolutely. Fuck Frame Gen without a Reflex equivalent.

PS5 is considerably higher than PC, framegen on top of that would be borderline unplayable for some games.
Utter nonsense. It's the other way around.

iamhol-J.png


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PS5 have natively less input latency than PC.
Even in this graph from Nvidia sponsored content on DF.
 
I imagine with upscaling and some other techniques like neural texture compression to make it more performant, they'll aim for path-tracing at 60fps, because that would be a noticeable jump.

Basic real-time ray-tracing outside being dynamic has areas where it doesn't look that much better than baked methods, and in some areas looks worse. Path-tracing though just looks better overall.
 
PS5 have natively less input latency than PC.
Pretty sure it's game and/or engine dependent. There are zero technical reasons other than devs "fucking things" for a game with vsync off have more latency than the same game with vsync on.
 
The 9070XT is already pretty capable at PT. With some improvements to FSR and Framegen it shouldn't have too much issue with it. Now with the ReSTIR enhancements I don't see any reason why PT isn't offered.

I think the bigger question is will Sony first party actually show up and try to deliver graphical enhancements next gen or are they going to show up with PS4 Gen +++ Remasters again?
 
but we should count on at least some games being developed entirely with this tech, and hardware, in mind Next Gen.
That's a given. Also what I voted. At the minimum we will see F1, ID tech and mayyy be insomniac hit 60. GT8 would be a pleasant surprise. RE engine would be highly likely as well.

With CDPR switching to UE5, I'm not getting the warm and fuzzy yet about console performance. I think PT will end up being Nvidia only and the rest on UE5 will get megalights + lumen.

And with megalights, most UE5 games will not be incentivized to go full PT until Epic themselves builds it into the engine as something that can scale. So far there seems to be no effort towards that.

And the rest, it really depends on how well ReSTIR-like algorithms play well with their pipelines. But recent advancements are certainly promising
 
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Absolutely. Fuck Frame Gen without a Reflex equivalent.


Utter nonsense. It's the other way around.

iamhol-J.png


X9ocl8F.png


PS5 have natively less input latency than PC.
Even in this graph from Nvidia sponsored content on DF.

Ok, so in that example PS5 fares well, but across many other games mostly unreal engine games, EA Frostbite games, PlayStation fares much worse for input latency than PC and Xbox specifically around UE5 and Frostbite again.

but yeah, we definitely need a reflex equivalent if they are going to factor framegen into the pipeline.
 
I think the bigger question is will Sony first party actually show up and try to deliver graphical enhancements next gen or are they going to show up with PS4 Gen +++ Remasters again?
Exactly.

I can sort of excuse understand them this Gen because of base PS5's very poor RT capabilities.
They should have invested a lot of effort/engine modifications to have (limited) RT, usually only at 30fps, while knowing most people prefer 60fps. So they focused on rasterized expertise from their work on the previous gen, at relatively higher native res (like 1440p) than usually RT entails on base PS5, at always stable 60fps.

And now with Pro there's this ridiculous unwritten rule First Party seem to abide to of not making base model look bad when developing PS5 Pro versions, that translated into no meaningful extra improvements other than IQ and very minor stuff, unlike say Capcom or CDPR.

But there's no excuse next gen.
They have to develop entirely around the new hardware, because they'll have to showcase the new tech better than others.
Maybe if they really scrapped the PC ports, there's a chance for something special.

but across many other games mostly unreal engine games, EA Frostbite games, PlayStation fares much worse for input latency than PC and Xbox specifically around UE5 and Frostbite again
Going to need some receipts here, first time I'm hearing this.
Last Frostbite game I've played is Dead Space Remake, and that was surely not the case.
 
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Just said this in another thread


Several times that it seems that current PT implementations seem like proprietary Nvidia shit. Why is RT that's neutral and non Nvidia sponsored working well on AMD but internal RT solutions show no difference and this PT solution (regarding EA F1), again developed internally, shows the same pattern when you get Nvidia out of the picture.

Saying it as a 5080 owner.
Nothing in recent PT titles are propriety. Things like OMM and SER are hardware that Nvidia supports and has implemented, but AMD doesn't, but they are not propriety, Intel supports both in hardware and recent DX12/Vulkan updates have included support for them. Nvidia ReSTIR is just an updated way of using PT and it works on AMD as well, even the new updates to it from Nvidia will work on any vendor.
 
The 9070XT is already pretty capable at PT. With some improvements to FSR and Framegen it shouldn't have too much issue with it. Now with the ReSTIR enhancements I don't see any reason why PT isn't offered.

I think the bigger question is will Sony first party actually show up and try to deliver graphical enhancements next gen or are they going to show up with PS4 Gen +++ Remasters again?

I wouldn't worry too much about Sony 1st party next Gen when it comes to that. The GAAS super deck has been killed.

Once they hit PS6 games in a real way (probably starting in 2030 releases).
 
There seems to be a common expectation that AMD's next generation GPU tech will have caught up with Nvidia 50xx series in terms of RT and PT. Which would be a gigantic leap forward for AMD given the current differential. Is this just guesswork, or hopium, or has there been some confirmation?
 
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