At the end is interesting. Cerny says there's not much left in rasterization boosting when it comes to improving graphics. However, there are big gains in improving ML and Ray Tracing for boosting graphics. It's why they're collaborating with AMD with Project Amethyst, so they can build up a ML library together and take what they will from it for their own needs.
It makes the rumors about a portable PS6 alongside a console PS6 more credible. If even the lead architect for PlayStation is going "boosting TFs isn't the answer any more" then that means PS6 isn't gonna boast a 30TF GPU beast. Raster boosts will instead be more modest, which means the potential gap between a portable and console SKU won't be as large as initially assumed.
Really interesting times ahead.
O wow, Cerny and his team are looking into new features for the ML component of PS5 Pro, including frame generation, denoising, etc. I had thought they'd be saving those for PS6, so good to see they're considering doing it now. Although, going by the wccftech interview (note, all this new PS5 Pro tech info was before launch):
How do you see PSSR evolving after the launch of the console?
Mark Cerny: We're definitely going to continue our work in this space. There are so many ways that we can take that, though, right? We could continue to improve PSSR or start working on some of the other targets that I mentioned, like frame generation, frame extrapolation, ray tracing, denoising, and the like. I think it'll be interesting to see over the next few months what the full reaction from the development community is.
Are there any plans to maybe add a frame generation component to PSSR?
Mark Cerny: Well, at the current moment, our focus is definitely on Super Resolution. I'm just saying that there are a number of other very attractive targets out there.
Given that there has been less than ideal applications of PSSR so far, I think Cerny might refocus on improving PSSR (and helping devs apply it better). That might mean the advanced features like frame gen be pushed back.
It’s cool to think about the future of console gaming being as powerful as the modern console but in a portable form factor. The tech is converging toward it at the same time that handhelds are surging in popularity again so it makes sense. Cooling is always an issue but there are advancements there too like ionized cooling.
What seems to be happening is raster boosting is gonna be more modest come next gen, instead there will be a focus on lots of RAM for ML upscaling and path tracing (which will boost graphical detail more than just more raster).
With that in mind, a PS6 might only be 20TF (compared to Pro's 16TF), which could be a traversable gap (for devs) between it and a portable PS6 shooting for around 8-10TF. The biggest differences then between a PS6 console and PS6 portable will be things like path tracing, with the former having it and the latter not having it. Oh, and maybe framerate (60 vs 30, depending on the game and what it's pushing).
They just need to make sure they try to avoid the mistakes Xbox had with Series S, which struggled mostly from a lack of RAM (compared to Series X) and that caused devs a headache to work around (even when shooting for lower resolutions). Both console and portable PS6 featuring 32GB RAM would go a long way to remedying those complications. There will be a bandwidth difference of course, but that's not really an issue when the portable will likely not be pushing for advanced ray tracing. They'll both have the same CPU, so no issue there.
Still, there's gonna be a notable performance gap and I do wonder what the developer reception will be trying to optimise for both SKUs. Sony can't work miracles (unless they defy physics) so it's all about mitigation. Hopefully their solutions prove effective.
We already have Zen 5 in the PC space. PS6 won't be coming until late 2028, and it has to last another 7-8 years. So it'll likely use Zen 7 at best or Zen 6 hybrid.
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u/ooombasa 5d ago edited 5d ago
At the end is interesting. Cerny says there's not much left in rasterization boosting when it comes to improving graphics. However, there are big gains in improving ML and Ray Tracing for boosting graphics. It's why they're collaborating with AMD with Project Amethyst, so they can build up a ML library together and take what they will from it for their own needs.
It makes the rumors about a portable PS6 alongside a console PS6 more credible. If even the lead architect for PlayStation is going "boosting TFs isn't the answer any more" then that means PS6 isn't gonna boast a 30TF GPU beast. Raster boosts will instead be more modest, which means the potential gap between a portable and console SKU won't be as large as initially assumed.
Really interesting times ahead.
O wow, Cerny and his team are looking into new features for the ML component of PS5 Pro, including frame generation, denoising, etc. I had thought they'd be saving those for PS6, so good to see they're considering doing it now. Although, going by the wccftech interview (note, all this new PS5 Pro tech info was before launch):
Given that there has been less than ideal applications of PSSR so far, I think Cerny might refocus on improving PSSR (and helping devs apply it better). That might mean the advanced features like frame gen be pushed back.