PS5 Pro - 2024?

Really good conservative look at what the PS5 pro could be which is very possible

I think it would be a mistake to look at the 7800/7700 and say, yes, that's what is going into the Pro. So I agree with you on that.

However, it would be smart to look at the 7700/7800 as a blueprint for what the PS5pro could be. Then coupe that blueprint with a couple of educated guesses, and as usual, we end up being very accurate to what ends up in the box.

Eg. PS5pro would be using 3rd gen AMD RT, 2nd Gen dual-issue compute, second-gen AI cores...etc. All things that exist in the current RDNA3 and would be improved in RDNA4. PS5pro would also likely be on a 4nm process, not 5nm, so it would be drawing even less power. This is why I say it would be based on RDNA3+.

And if you ask me, I strongly believe that the focus of the PS5 would be on better RT and AI-based upscaling. People think the PS5 Pro is angling to be a 4k 60fps machine. Nope, it's not going to be, no more than Sony made the PS4pro a 4k 30fps machine (which it wasn't). The PS4pro was a 4k 30fps CBR machine. The Ps5pro, in my opinion, is going to be a 1440p 60fps AI reconstructed to 4k machine in quality mode. Dropping to 1080p 100fps+ reconstructed to 4k in performance mode.
 
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Watch it in the end just be two ps5 SOCs bridged together only at a smaller size…. but somehow the console is bigger/thicker yet sadly not thicc
 
So "basically" a 7800 XT in a console if rumors are true (60 CU's, RDNA3). This is gonna be interesting but will probably be something I skip for the first time.

I do think the CPU rumors are false of Zen 3/4, I think it will be an upclocked Zen 2 CPU.
 
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Seeing UE5 games having to be upscaled from 720p on the PS5 and Series X kind of makes a case that something more powerful isn't a bad idea.

Seeing crossgen games like HFW and Ps5 only Rift Apart, looks so much better than the IQ of Immortals of Aveum and the latter with RT to boot. Not sure if this is a dev talent issue, not optimized well or both.
 
Seeing crossgen games like HFW and Ps5 only Rift Apart, looks so much better than the IQ of Immortals of Aveum and the latter with RT to boot. Not sure if this is a dev talent issue, not optimized well or both.

It has to do with UE5 being a universal engine not really tailored to any hardware. Games like Riff Apart and HFW while stunning, will be in a minority as their engines were tailored to PS5 hardware. UE5 is supposed to dominated the generation with tons of games being built up on its tech.
 
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It has to do with UE5 being a universal engine not really tailored to any hardware. Games like Riff Apart and HFW while stunning, will be in a minority as their engines were tailored to PS5 hardware. UE5 is supposed to dominated the generation with tons of games being built up on its tech.

Hopefully they will be able to optimize better as the gen goes on. Otherwise it's going to be a long one.
 
Seeing crossgen games like HFW and Ps5 only Rift Apart, looks so much better than the IQ of Immortals of Aveum and the latter with RT to boot. Not sure if this is a dev talent issue, not optimized well or both.
Hfw and RA do have an engine they’ve been working on for decades, two? GG and insomniac have the knowledge (extend by collaborating with Kojima) and skills of working on console and pc, the latter with Xbox and mobile as well. Seems many new studios with issues just haven’t the grasp of having to work on one game for multiple devices, unlike their first party counterparts unless they get outside help like Calisto protocol or ff16 and Forespoken.
 
Hfw and RA do have an engine they’ve been working on for decades, two? GG and insomniac have the knowledge (extend by collaborating with Kojima) and skills of working on console and pc, the latter with Xbox and mobile as well. Seems many new studios with issues just haven’t the grasp of having to work on one game for multiple devices, unlike their first party counterparts unless they get outside help like Calisto protocol or ff16 and Forespoken.
UE5 is also still new but it's also going to be taxing to take advantage of all of its features. I also look at some UE4 games like Jedi Survivor, the performance mode has a blurry look to it because it's being upscaled from 864p down to 648p. When devs start coming out with more UE5 games in the next year or two we are likely going to see a ton of upscaling, it'd be great to have a machine that can at least hit an acceptable resolution to upscale from so the image isn't soft on a 4k tv.
 
It also doesn't help that AMD doesn't have dedicated HW for RT. RT is still done within the CU's ("Ray Accelerators") on AMD. That has been rumored to change with RDNA4.
 
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UE5 is also still new but it's also going to be taxing to take advantage of all of its features. I also look at some UE4 games like Jedi Survivor, the performance mode has a blurry look to it because it's being upscaled from 864p down to 648p. When devs start coming out with more UE5 games in the next year or two we are likely going to see a ton of upscaling, it'd be great to have a machine that can at least hit an acceptable resolution to upscale from so the image isn't soft on a 4k tv.
But can’t devs add to ue5 to make things work in their favor/vision? Like devs with Unity or devs with they own engine?
 
It also doesn't help that AMD doesn't have dedicated HW for RT. RT is still done on CU's on AMD. That has been rumored to change with RDNA4.
Simple fact is these consoles can't meet expectations. Even this rumoured new 7800xt PS5 Pro isn't going to cut it either.

Doesn't help that gamers get too fixated on numbers like 4K res. Yet, ironically, a couple here who fixate on such things wouldn't stop gushing over the 720p FF16 visuals. Which again is kind of ironic given they played it in the worst visuals mode.

Things like FSR are new to the console space and will get better over time. UE5 is a massive jump in engine software and will get better overtime.

IMO a mid gen refresh is kinda pointless at this point. Hell, this gen hasn't even really started yet.

IMO the PS5 would be better off sorting it's audio. Audio in general isn't great and Tempest sounded so poor I disabled it.
 
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But can’t devs add to ue5 to make things work in their favor/vision? Like devs with Unity or devs with they own engine?
I'm sure they can over time but how long is that going to take? Nanite and Lumen are new things, I'm not sure how long it will take devs or even EPIC to learn to make things work more efficiently.
 
I'm sure they can over time but how long is that going to take? Nanite and Lumen are new things, I'm not sure how long it will take devs or even EPIC to learn to make things work more efficiently.
Well in some cases, like with epic, they lay the ground work and another dev runs with it beyond what they initially thought was possible
 
Well in some cases, like with epic, they lay the ground work and another dev runs with it beyond what they initially thought was possible
Yeah but that's years away, the Mortal Kombat team just upgraded to UE4 with MK1, they had been using UE3 even for MK11 and it was just extremely modified but it took years to get it that way.
 
Well in some cases, like with epic, they lay the ground work and another dev runs with it beyond what they initially thought was possible

Well UE4 has been out for a while and there are still issues with games running on it... stuttering etc. So maybe it's just the engine sometimes lol
 
Yeah but that's years away, the Mortal Kombat team just upgraded to UE4 with MK1, they had been using UE3 even for MK11 and it was just extremely modified but it took years to get it that way.
Well UE4 has been out for a while and there are still issues with games running on it... stuttering etc. So maybe it's just the engine sometimes lol
Hmmm, would the coalition be the one outlier here?
 
Hmmm, would the coalition be the one outlier here?
In what way? they haven't released anything on it yet. I'm sure they'll have customized some things by the time their game comes out but it's not going to be to the level people were doing UE3 or UE4 in the last couple of years, we've only had one game outside of EPIC's own Fortnite ship on UE5 so far.
 
In what way? they haven't released anything on it yet. I'm sure they'll have customized some things by the time their game comes out but it's not going to be to the level people were doing UE3 or UE4 in the last couple of years, we've only had one game outside of EPIC's own Fortnite ship on UE5 so far.
Didn’t they transition from ue3 to ue4 late in development for the last gears? And they’ve stated they’re moving in from ue4 to 5 for their games. Epic even used their tech Dennis got when they unveiled it.

But we should get back on topic.

I’ll probably by the pro, but if the slim is a better/more-affordable option I may go with that. I feel like I’m gonna trip and bust a break with all the consoles plugged into my house 😆
 
Simple fact is these consoles can't meet expectations. Even this rumoured new 7800xt PS5 Pro isn't going to cut it either.

Doesn't help that gamers get too fixated on numbers like 4K res. Yet, ironically, a couple here who fixate on such things wouldn't stop gushing over the 720p FF16 visuals. Which again is kind of ironic given they played it in the worst visuals mode.

Things like FSR are new to the console space and will get better over time. UE5 is a massive jump in engine software and will get better overtime.

IMO a mid gen refresh is kinda pointless at this point. Hell, this gen hasn't even really started yet.

IMO the PS5 would be better off sorting it's audio. Audio in general isn't great and Tempest sounded so poor I disabled it.

I agree that people shouldn't people shouldn't be obsessed with numbers but when the numbers equate to s***ty image quality (Like immortals of Aveum), that's a problem.
 
I agree that people shouldn't people shouldn't be obsessed with numbers but when the numbers equate to s***ty image quality (Like immortals of Aveum), that's a problem.
Well FF16 drops to the same res fairly often and nobody had an issue there. So is it the res or devs at fault here.
 
Well FF16 drops to the same res fairly often and nobody had an issue there. So is it the res or devs at fault here.

I guess it depends if the res can keep up with the IQ, haven't played FF16 but that artifacting on immortals looks horrid, I had some weird graphical s*** happening on Jedi survivor performance mode, like white lines stuttering or something, pissed me off.
 
I guess it depends if the res can keep up with the IQ, haven't played FF16 but that artifacting on immortals looks horrid, I had some weird graphical s*** happening on Jedi survivor performance mode, like white lines stuttering or something, pissed me off.
That is my point, low res in of itself isn't bad. It is down more to graphic fidelity.

I also wonder how big a difference FSR3 and its Fluid Motion Frame feature might help, especially games that specifically target 60fps.
 
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I agree that people shouldn't people shouldn't be obsessed with numbers but when the numbers equate to s***ty image quality (Like immortals of Aveum), that's a problem.
So true, I said before the gen started that native 4K was a waste of resources and that they should push for higher quality settings/effects and use good reconstruction techniques to hit 4K. I didn't know they'd be going down to 720p as the base resolution though.
 
Well FF16 drops to the same res fairly often and nobody had an issue there. So is it the res or devs at fault here.

FF16 stays mostly at 1080p for performance mode and 1440p for quality mode. Halfway through the game, even I had to change to quality as the IQ was just that much better even though I preferred the 60 fps. Thankfully, SE made the response input latency pretty good overall in the game so even at 30 fps, the response felt pretty good and playable.

Can't imagine 720p for Immortals with bad artifacting would look.
 
I guess it depends if the res can keep up with the IQ, haven't played FF16 but that artifacting on immortals looks horrid, I had some weird graphical s*** happening on Jedi survivor performance mode, like white lines stuttering or something, pissed me off.

Has a lot to do with FSR2, it stinks. Both of those games are FSR2 games.
 
FF16 stays mostly at 1080p for performance mode and 1440p for quality mode. Halfway through the game, even I had to change to quality as the IQ was just that much better even though I preferred the 60 fps. Thankfully, SE made the response input latency pretty good overall in the game so even at 30 fps, the response felt pretty good and playable.

Can't imagine 720p for Immortals with bad artifacting would look.

I don't know anything about ff16, is that a dynamic res game? That's what it sounds like your describing.

Immortals isn't a dynamic res game, internally it's locked at low res and upscaled with FSR2.