What to expect with a PS5 pro... if they even make one.
Wild Speculation
I’ve seen a lot of speculation about what specs the PS5 Pro
will have. Most of that speculation has been people asking themselves “What specs
would I like to see in a much more powerful console” and for the most part, are
describing what would amount to a new generation. I will try to bring the
speculation back to some reality by instead asking “what makes sense given everything
we know about Playstation development, what reasons have there been for mid-generation
spec improvements in the past, and what reasons might motivate a drive for a
mid-generation upgrade this generation?”
Before we get into what’s possible for the PS5 Pro, we need
to establish some things.
Development difference between PS5 and PC
This point will be a recurring theme, but it’s very
important for this to be understood early. Playstation is *not* a PC, and the
API that it uses to send commands from the game engines to the hardware is *not*
similar to DX12 or Vulkan, which are designed primarily to scale well across hardware
not only of very different performance levels, but even from different chip
designers. Playstation’s API is a lot
lower level than DX12; developers are working much closer to hardware. This means
changes in hardware have a greater impact on game compatibility than they do on
PC. For example, among the many things we heard about from mark Cerny in his
famous Road to PS5 event, he discussed backwards compatibility (BC). While the
PS3 achieved PS1/2 BC through having a literal PS2 SoC inside which ended up
getting removed in further iterations after a cost-down, the PS5 was designed
to support PS4 backwards compatibility natively in hardware. However, due to
the nature of the low-level programming of Playstation’s APIs, perfect
backwards compatibility was not possible, and there were a handful of PS4 games
that are officially unsupported on the PS5, despite both consoles being x86
with an AMD Radeon GPU. Among the hardware decisions to support BC was the
choice to use the same number of compute Units as the PS4 Pro, which notably
was exactly double that of the base PS4. The PS4 had 18, the PS4 Pro had 36,
and the PS5 has 36 Compute Units. This is not by chance but by design. Further
evidence of the lack of scalability in PS’s API is the fact that while PS4
games can generally run on the PS5, the far more powerful hardware of the PS5
does not improve performance over the PS4. It’s important to remember that the Playstation
is not a PC, and you cannot simply throw faster hardware at it and get better
performance. This is also why Xbox has so many more titles that are enhanced by
Series X/S than the pS5 has; Xbox uses DX12; it’s trivial to get XBOne games
enhanced on the XSS/S compared to the PS5.
I have to acknowledge that it’s possible that when they designed
the API for PS5, it was a higher-level APU that could allow them to be a bit
more lenient with PC hardware for future upgrades. However, with a hypothetical
PS5 Pro, they’re still restrained by the need to support PS4, which was a major
driver in the architecture in the PS5. Mark Cerny explained that while the PS5
uses RDNA2, it’s not simply off-the-shelf RDNA2. It’s a customization designed
to emulate the PS4 in hardware. Any PS5 Pro would have to go to similar lengths
to ensure PS4 compatibility as dropping this backward compatibility is no
longer an option given the strategy uncovered with PS+ offering PS4 games run
locally as part of the service. This means the cost of developing a PS5 Pro
would be very high as it’s not just slapping together some AMD IP with the PS5
ASICS onto a chip. They’d have to collaborate to co-develop a GPU architecture
for their needs much the same way they did with the PS5.
Past ‘Pro’ versions
To learn about what to expect in the future, we have to examine
the past. Not only what was done, but why it was done. There’s 3
relevant examples we need to look at.
·
PS4 vs PS4 Pro
·
Xbox One vs Xbox One X
·
Xbox Series S vs Xbox Series X
There’s something interesting we can learn from each of
these.
The following 3 examples, the pS4 Pro, Xbox One X, and Xbox
Series X, all expanded on the ‘base’ console by offering a more power GPU for
4k over 1080p rendering. Let’s take a deeper look.
The PS4 Pro only existed at all because when the PS4
came out, 4k TVs were not only expensive, but it was very difficult for GPU
tech to push that kind of resolution. A few years in however and a couple of GCN
generations later, and 4k was not only common and affordable for TVs, but the
GPU tech to push the resolution was accessible. Sony, however, made it
extremely clear that this Pro version remained distinctly within the
console generation. This meant the set of games that played on the PS4 had to
be identical to the set of games that played on the PS4 Pro. Not only was it
fully backwards compatible with PS4 games, but no games that ran on the PS4 Pro
could be unplayable on the base PS4, so in a sense the PS4 had to remain
forward compatible with the PS4 pro. To support this, you’ll notice the
hardware changes are measured. While the Pro had a very different GPU, as
mentioned before it *exactly* doubled the Compute Units (intentionally, for
compatibility) and it also maintained the exact same old CPU architecture. It
didn’t upgrade to Bulldozer or anything else. It kept the same amount of RAM,
and it kept the same old spinning rust hard drive. The RAM and CPU were overclocked,
but nothing was fundamentally changed. This was done to keep game development
as easy as possible. Remember, this isn’t a PC where new things run the same APIs
but faster. Playstation APIs are very low-level, so compatibility and ease of
development is a concern. The intention with the PS4 Pro was that game
developers should have to do as little as possible to ensure the game worked on
both systems. They could make it for the PS4 alone, or if they wanted, they
could support a higher render resolution on the Pro, but otherwise they ran
effectively the same. Inter-compatibility was very easy.
The Xbox One X, like the PS4 Pro, existed to support
the new wave of 4k TVs everyone was buying. However, it too like the PS4 Pro
upgraded only the GPU while keeping the majority of the rest of its internals
intact. Why didn’t Xbox work with AMD to produce an early Zen CPU (I realize
XOX came out before Zen, but it may have been possible for Microsoft to have
worked with AMD to create a custom solution using components from Zen similar
to what they did with RDNA2) or use an SSD, or significantly change the RAM? Basically,
it comes down to how Xbox still will basically want parity between their
consoles. Even though they’re basically PCs and they could scale visual
features and performance between them far easier than with Playstation, Xbox
doesn’t WANT one console to be a significantly different experience from the
other. While they want people to have an upgraded experience on the more
powerful version, if the differences are too great, it could impact sales as
they still want people buying the higher-volume smaller console because they
make a lot of money off software sales on their platform; 100% of their own
software and 30% off third party sales. They also have to consider the presence
of hardware generations. A mid-generation upgrade is distinctly *not* a new
generation. Imagine how awkward it would have been if the One X had an SSD,
16GB of RAM and a Zen CPU, and absolutely *could* run early Xbox Series games
just as well if not better than the Series S but since it was last gen, it got
thrown by the wayside. It would feel awkward and arbitrary, and the Series S
would have felt like a worse One X that arbitrarily get supported longer… in
fact many people already feel that way, though this sentiment is one borne of
ignorance.
The Xbox Series X and S honestly serve mainly to
reinforce most of the ideas presented with the One X. The S and X are intended
to offer exactly the same experience except the X at a higher resolution. This
is why they have identical CPUs and SSD architectures. It’s important to note
that the Series S, despite on paper having a slower GPU than the One X, is a
true 9th gen console, while the One X is a mere 8th gen.
This is because the far more advanced CPU, SSD, and GPU architecture will allow
the Series S to support game development techniques that the One X simply does
not, with its lethargic CPU and spinning rust HDD holding it back. One
difference with the Series S compared to the X though is its not only small but
incredibly slow RAM compared to the Series X. This flies in contrast to the
points I’ve made about parity… however, despite this difference, Xbox still
claims it should offer the same gaming experience but at a lower resolution.
But the single most significant complaint from developers this generation is
about specifically the RAM situation with the Series S.
A Pro version can correct Base console missteps?
One thing I’ve heard several times that I need to address
right away is that people like to argue that a Pro needs to happen because of
specific shortcomings of the PS5 base console. Things like poor Ray Tracing
performance, or an opportunity to increase RAM, or things like this. People
need to clearly remember that if a Pro *does* happen, it is *not* an
opportunity to correct things people perceive as missteps or mistakes. If they
massively improve Ray Tracing performance for example, it does not make
development easier because now they’re free to use more Ray Tracing effects or
are less constrained by RT performance. It makes it harder because they now
have to develop two separate RT implementations, and still have to deal with
making RT work on the old hardware. It fixes absolutely nothing. Furthermore,
they can’t just stop supporting RT on the version for the old consoles because
RT was a key selling feature. There have been cases of developers skipping Ray
Tracing support on the Xbox Series S, but that has more to do with the anemic
RAM (they can drop the layer of textures required to support RT reflections and
such saving some space) than it does the console’s RT perf, and you won’t see RT
dropped by first-party.
But PC GPU tech is moving so fast!
This one is pretty obvious. The PS5 and Xbox One X are
around 10TFLOPS. The 6800XT is 20TFLOPS. The 3090ti is ~40 (though not much
faster than the 6800XT; remember TFLOPS aren’t everything, but it’s a *very*
rough guide) The next generation from AMD and Nvidia are supposed to be in the
vicinity of 70-90TFLOPS, so the generation after that, coming 2023-2024 should be
well over 100TFLOPS. Given this sudden rapid evolution of GPU tech, wouldn’t it
be expected that Sony and Microsoft will look at that with envy for their
consoles? Maybe, maybe not. Let’s explore. First of all, despite an expected
doubling of performance with RDNA3 over RDNA2 (and something similar with
Nvidia’s Lovelace) it doesn’t mean the consoles will be able to see a doubling
in performance with that tech; Consoles are limited by their form factor; they
don’t like to go over a certain heat threshold because large heat syncs inflate
size, noise, and production cost. On PC, GPU size and TDP are inflating
massively. What used to be a soft barrier of ~250W has been pushed to 350W then
450W. It seems likely we’ll see 600W before this year is out, but this type of growth
is not sustainable on consoles. RDNA3 is likely to be closer to 50% performance
per watt increase over RDNA2, so they could maybe see 50% faster. Another 50% increase
with RDNA4 would get them to a mere ~2.25x increase in performance over the
current generation by 2023-2024, which is around the timeframe one might expect
a Pro version to come out. While this is more or less in line with what we saw
out of the GPU performance improvement with the PS4 Pro over the PS4, it’s
nowhere near as flashy as the massive TFLOPS numbers make it out to be,
sounding like >10x perf could be possible. That would be a pipe dream.
What about a 40CU PS5 Pro?
There’s an idea floating about that a PS5 Pro could use a die
shrink on the same GPU arch, overclock it more, and use the full 40CU die since
the current GPU is 40CU, but cut down to 36. Well, as previously mentioned,
this is simply not possible due to the nature of the PS4 and PS5 APIs being so
low-level. The PS5’s 36CU architecture was intentionally designed for backwards
compatibility, being exactly double that of the base PS4 and the same count as
the PS4 Pro. Any theories about the PS5 Pro not being an even multiple of 36 should
be immediately dismissed. This could present a reasonable way of evaluating
rumors or claimed ‘leaks’ in the next couple years as well. If someone claims an
insider ‘leak’ with something other than an even multiple of 36 for a PS5 Pro,
call them on their BS.
Is Sony working on a new PS5?
Yes, absolutely. There are rumours and supposed leaks that
they’re working on one, but we don’t even need that; it’s obvious that they
must be. Many consoles, including every Playstation generation to date, has
released a later, smaller version with significant changes, later on even
making use of newer fab tech to reduce the size, cost, and heat/power required
by the design. At the same time as the PS4 Pro was launched, so too was the PS4
Slim which, using the same advanced process node, was able to make a chip that
produced less heat and consumed less power, so a thinner version was released. Given
the massive size of the PS5 and need for liquid metal to help dissipate the
heat, I would consider it an extremely controversial claim that Sony isn’t
working on a redesign including a die shrink that would reduce production and
shipping costs. However this is not evidence that playstation is releasing a
Pro, though it’s also not evidence that they are not.
Why would Sony make a PS5 Pro?
Look back to the previous generation; why did they do a Pro
then? They effectively released the same console but with a more powerful GPU
because they needed to target 4k. The PS5 is already advertised to hit 4k. What
would adding a more powerful GPU to the PS5 accomplish? Higher frame rates? The
issue with frame rates is not only are they hard to advertise because they’re
so inconsistent, and again, the PS5 is already advertised as supporting 120Hz
refresh rates. Sure most games never hit that, but the point is Sony advertises
it. This makes it extremely difficult for them to market a more powerful
console. They can claim “it’s more powerful” but that’s not flashy, people will
want to know how without having to think about it. With the PS4, claiming 4k
was a very simple way to promote it. With the PS5 what can they claim without
admitting that the base console doesn’t accomplish what it’s advertised to do? “Better
Ray Tracing!” will bring the question “I don’t understand, you told me the base
PS5 was capable of Ray tracing, what’s the difference?”
And what would a PS5 Pro look like?
There is one way I can see Playstation releasing a PS5
Pro though. As previously mentioned, it’s far easier for Xbox to release
another console generation. While I also have reasons for suspecting Xbox may
not be eager to release one, they’re *far* more likely to pull the trigger
because of how much easier performance scales, making that performance easier
to market. While I don’t think Playstation wants to release a PS5 Pro, it’s
possible that they’re preparing one in case Microsoft forces them to release
one. If I had to guess, the most likely situation we get for a PS5 Pro would do
a fundamentally RDNA2 but with features and IP blocks taken from RDNA3, but
being careful to keep the PS4 hardware emulation, and maybe adding a few
features. Something along the lines of minimum effort to get 2-2.5x performance,
but they probably wouldn’t even start taping it out until they knew the Xbox
upgrade was coming.
Conclusion
Ultimately, I think people tend to be assuming that since
something happened last gen, it must be happening this gen. They’re asking
themselves “what do I want to see in a PS5 Pro” as opposed to “why would Sony make
one, does it actually make sense, and why did they make a PS4 Pro?” They
speculate throwing specs and numbers at it as if they were building a PC, not
understanding that Playstations are *not* PCs. They operate under a different
set of rules, and you can’t just throw new hardware at them the same way you
can a PC. The biggest issue for me when considering a PS5 Pro though, is the pure
lack of motivation I see to make one. The pS4 and Xbox Series X existed to support
the new 4k standard. The PS5 is already marketed for 4k. They can’t advertise
60 or 120fps, because they can’t make significant changes to the CPU. If a game
is already CPU bound at 30 or 60fps, throwing more GPU at it won’t get it to 60
or 120fps. The only thing they could really do is “Well if you’re playing a
game that happens to support the option of quality vs performance, you can now
play with quality visuals at performance framerates, if either the game’s
engine happens to support it or the devs go back and patch it. Remember, despite
the PS5 supporting backwards compatibility, and the PS5 having much faster hardware,
Playing PS4 games on the PS5 does *not* offer better performance; it emulates a
PS4 Pro through hardware. This is because, and I really must stress this, the
PS5 is not a PC; the APIs don’t work like DX12 and Vulkan, and are not designed
to scale well with a variety of hardware. You can’t just throw specs at it and
PS5 go brrrr.
While I don’t believe a PS5 Pro is likely, and I believe
they’re certainly working on a significant revision that may even add features,
I don’t think a PS5 Pro is impossible. It’s more likely to me however, that if
Sony and Microsoft are looking at PC specs with envy, it’s more likely that the
next generation may just come a year or two early.
Excellent read and a lot of insightful information on why it'll be very complicated to do a mid gen refresh of the PS5 and how viable it will be. I personally think they'll do a PS5 Slim first before anything and a price cut when the PS5 become readily available. Demand is still high for both the PS5 & XSX plus they both offer amazing performance at their respective prices. I wouldn't want to see a next gen refresh because we still haven't seen a truly next generation game that fully utilizes the capabilities of the PS5 or XSX yet. Also a correct is needed in the paragraph titled "But PC GPU tech is moving so fast!" You typed 'The PS5 and Xbox One X are around 10TFLOPS.' I think you meant Xbox Series X not Xbox One X.
ReplyDeleteHi, interesting good viewpoints. One aspect I could add for PS5 pro, if they went with nvme storage expansion/faster and slight 20% bump in cpu/ram/gpu speed. 1990s consoles may have had things like this, though devs then scaled it down. Possibly Pro is left out and Slim gets all of these improvements... games getting much bigger now with 4K demands huge disk space, so even 1TB disk aint going far.... considering lifespan of latest console gens, 6-7years and theyd benefit putting a bit more TB in it so people can spend more on games and not on external ssd/hdd accessories. X360/PS3 gen did this, slim PS3 (120GB?) and black x360 had 250GB vs initial 20GB and later 60GB hdds in ps3/x360. Bought separately, those hdds cost insane prices, 100$ vs 300$ or below console price.
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