Wednesday, March 18th 2020

Sony Reveals PS5 Hardware: RDNA2 Raytracing, 16 GB GDDR6, 6 GB/s SSD, 2304 GPU Cores

Sony in a YouTube stream keynote by PlayStation 5 lead system architect Mark Cerny, detailed the upcoming entertainment system's hardware. There are three key areas where the company has invested heavily in driving forward the platform by "balancing revolutionary and evolutionary" technologies. A key design focus with PlayStation 5 is storage. Cerny elaborated on how past generations of the PlayStation guided game developers' art direction as the low bandwidths and latencies of optical discs and HDDs posed crippling latencies arising out of mechanical seeks, resulting in infinitesimally lower data transfer rates than what the media is capable of in best case scenario (seeking a block of data from its outermost sectors). SSD was the #1 most requested hardware feature by game developers during the development of PS5, and Sony responded with something special.

Each PlayStation 5 ships with a PCI-Express 4.0 x4 SSD with a flash controller that has been designed in-house by Sony. The controller features 12 flash channels, and is capable of at least 5.5 GB/s transfer speeds. When you factor in the exponential gains in access time, Sony expects the SSD to provide a 100x boost in effective storage sub-system performance, resulting in practically no load times.
The secret sauce here is that Sony is using its own protocol instead of NVMe, in supporting 6 data priority tiers versus 2 on NVMe. Each PlayStation 5 ships with an 825 GB SSD, which is expandable using external HDDs over USB, or a selection of third-party M.2 NVMe SSDs certified by Sony. PlayStation 4 games can run directly off your external HDD, but PlayStation 5 games have to be transferred from your HDD to the console's main SSD. Past generations of PlayStation implemented ZLib data compression on Blu-ray and HDD media. PlayStation 5 is implementing Kraken, with hardware-accelerated de-compression via fixed-function hardware built directly into the main SoC.

SoC is where Cerny sounded restrained in what he wanted to disclose. The SoC is a semi-custom chip designed by Sony and AMD, possibly on a 7 nm-class silicon fabrication process. Sony won't specify if it is a monolithic silicon or an MCM, but there are three building-blocks to it: CPU, GPU, and I/O complex. The CPU is based on AMD "Zen 2" x86-64 microarchitecture, and the GPU is based on the company's upcoming RDNA2 graphics architecture.

There are eight "Zen 2" CPU cores, although the company didn't mention if SMT is featured. The maximum CPU clock speed is 3.50 GHz. The GPU is a whole different story from the one on the Xbox Series X Velocity Engine semi-custom chip. Sony decided to go with 36 RDNA2 compute units ticking at up to 2.23 GHz engine clock, compared to 52 compute units running at up to 1.825 GHz on the upcoming Xbox. Sony's GPU ends up with up to 10.3 TFLOPs max compute throughput, compared to Microsoft's 12 TFLOPs.

Sony also shed some "light" on the hardware-accelerated real-time ray-tracing approach AMD is taking with RDNA2. Apparently, each compute unit features a hardware component called "Intersection Engine," with roughly the same function as an RT core on NVIDIA "Turing," which is to calculate the intersection of rays with geometry (such as triangles or polygons) in a scene. This combines with a fairly standardized bounding volume hierarchy (BVH) model to achieve a hybrid of ray-traced elements in an otherwise conventional rasterized 3D scene (pretty much where NVIDIA is right now with RTX). On PlayStation 5, RDNA2's ray-tracing hardware is leveraged for positional audio, global illumination, shadows, reflections, and full ray-tracing.

The third key component of the SoC is the I/O complex. This handles all of the chip's I/O, not just with peripherals and video output, but also storage and memory. There are dedicated I/O co-processors on-silicon designed to reduce the various I/O's processing stack on the CPU cores, and reduce latencies at various stages. There's also a certain amount of SRAM that caches transfers between the various components on the I/O complex. The custom chip leverages AMD SmartShift in power-management.

PlayStation 5 uses 16 GB of GDDR6 memory. Sony did not mention the memory clock, bandwidth, or even the memory bus width. It did drop some hints about memory management. It appears like PlayStation 5 does not partition memory the way Xbox Series X does, and possibly sticks to the hUMA model of the PlayStation 4 (using a common pool of physical memory for system- and video memory).

Lastly, a large chunk of Sony's presentation focused on the next frontier for hardware innovation: positional audio. Sony is investing heavily on positional audio that takes into account the gamer's physical HRTF (head-related transfer function). The company is leveraging the vast amounts of CPU power gained from the upgrade to "Zen 2," to achieve this.
We still don't know what a PlayStation 5 console will look like.
Source: Sony Computer Entertainment (YouTube)
Add your own comment

178 Comments on Sony Reveals PS5 Hardware: RDNA2 Raytracing, 16 GB GDDR6, 6 GB/s SSD, 2304 GPU Cores

#151
MxPhenom 216
ASIC Engineer
Super XPNot necessarily true. And not sure why people continue comparing gaming PCs with consoles. They both serve completely different markets.
So far the PS5 will only be backwards compatible with PS4 games. With no added visual enhancements.
The XSX will be backwards compatible with all previous Xbox games regardless of system and will also have image quality enhancements and resolution upscaling capabilities.

Sure Sony has a large library of exclusives but Microsoft has been busy buying up game companies and has been steadily increasing its exclusive library.

And once again, stop comparing PCs with Consoles, as soon as one does this, the argument becomes mute.
Just because they have been buying up game companies doesn't mean they will make games people actually want to play.

If you buy a console for games, and you have a PC for gaming. Where is the invalidity of that comparison? Especially when consoles tech is much closer now to what youll get in a PC than previous generations.
Posted on Reply
#152
Doctor Who
MxPhenom 216Just because they have been buying up game companies doesn't mean they will make games people actually want to play.

If you buy a console for games, and you have a PC for gaming. Where is the invalidity of that comparison? Especially when consoles tech is much closer now to what youll get in a PC than previous generations.
Microsoft is crossing its T's and dotting its I's this time around, they know how bad they messed up with the XBOX One and they will not repeat the same mistakes. Buying up game companies and asking them to design games based on market perception and feedback is a positive move IMO.
* Consoles this time around will be powerful with a ZEN3 processor & RDNA2 graphics. Consoles will always remain behind PC Gaming no matter how powerful anybody tried to make them. It's a common fact that is indisputable. But that's alright this generation will allow even better graphics and pushing game design boundaries for the total PC & Console gaming industry.

The difference is playing side by side with friends and family in the living room, sitting in a comfortable couch in front of a big screen 4K HDTV. You can't do that with a Gaming PC, which is why a Gaming PC is a lot more personal. They shouldn't be compared to one another as I've stated because both serve different market segments.

A select few managed to setup a gaming PC in the living room, and most likely are living alone or have no kids.

Forgot to mention, the one brilliance of the Xbox Series X is the compatibility & upscaling piece of the puzzle. Compatible with all past XBOX games that will clean up image quality and upscale. Not sure if they can achieve this but it would be a game changer for many if they can.
Posted on Reply
#153
Xuper
PS5 is not based on RDNA2 just RDNA with ray-racing tech.
Posted on Reply
#154
Valantar
XuperPS5 is not based on RDNA2 just RDNA with ray-racing tech.
Source? Digital Foundry disagrees with you at least. And they do tend to have good sources and accurate reporting.
Posted on Reply
#156
Valantar
Xuperwww.sie.com/corporate/release/2019/191008.html
That might be a typo, copywriting error, mistranslation, or a host of other errors (or just someone assuming that RDNA 2 is accurately described by "RDNA-based"). Until proven otherwise I trust what they tell the press more than a single spec sheet. And the press were told RDNA 2 (unless every single press outlet in attendance heard "RDNA-based" and wrote RDNA 2). You might obviously be right, but for now that's the least reasonable assumption.
Posted on Reply
#157
Xuper
ValantarThat might be a typo, copywriting error, mistranslation, or a host of other errors (or just someone assuming that RDNA 2 is accurately described by "RDNA-based"). Until proven otherwise I trust what they tell the press more than a single spec sheet. And the press were told RDNA 2 (unless every single press outlet in attendance heard "RDNA-based" and wrote RDNA 2). You might obviously be right, but for now that's the least reasonable assumption.
Sony hasn't confirmed it yet.

forum.beyond3d.com/posts/2114651/

Start from post 906.Does PS5 have VRS ? VRS is a RDNA2 feature.If PS5 doesn't have it then it's just RDNA 1 with just some feature from RDNA2 / some Tech for Ray-tracing.

Why does AMD mention MS not Sony (LINK) ? The lack of info from Sony could be translated into bad news.If you look at PS5 number vs XBSX, PS5 is a failure in many respects to XBSX.

Not my twitter
Posted on Reply
#158
Doctor Who
XuperPS5 is not based on RDNA2 just RDNA with ray-racing tech.
Umm no it's not, it's based on RDNA2. Both consoles are based on a customized RDNA2.
Anybody claiming it's based on RDNA1 doesn't know what they are talking about.

The problem is people and companies are calling RDNA2 simply as RDNA or next gen RDNA.
Posted on Reply
#160
Chomiq
XuperSony hasn't confirmed it yet.

forum.beyond3d.com/posts/2114651/

Start from post 906.Does PS5 have VRS ? VRS is a RDNA2 feature.If PS5 doesn't have it then it's just RDNA 1 with just some feature from RDNA2 / some Tech for Ray-tracing.

Why does AMD mention MS not Sony (LINK) ? The lack of info from Sony could be translated into bad news.If you look at PS5 number vs XBSX, PS5 is a failure in many respects to XBSX.

Not my twitter
From the above deep dive:
Both Sony and AMD have confirmed that PlayStation 5 uses a custom RDNA 2-based graphics core, but the recent DirectX 12 Ultimate reveal saw AMD confirm features that Sony has not, including variable rate shading
Posted on Reply
#161
Valantar
ChomiqFrom the above deep dive:
Yep, as I mentioned above, I would be very surprised if DF was wrong about this.

It's also worth mentioning that just because Sony hasn't mentioned something (yet) doesn't mean they don't have it. Their PR department seems to have had a collective aneurysm, at least judging by what's coming from that side lately.
Posted on Reply
#162
Rahnak
Yeah, Sony's been too secretive about their system given that Microsoft has been showering the public with information about theirs for a good while now. It might be detrimental in the long run as Microsoft is taking in most of the hype.
Posted on Reply
#163
Chomiq
MS can use all them fancy DXR and VRS because they're the ones implementing it in DX12.
Posted on Reply
#164
Rahnak
Is VRS a DX feature? I looked it up but didn't find any concrete information. There's considerable Microsoft documentation about it that would make me think so, but nvidia's website says it's compatible with DX11, DX12, OpenGL and Vulkan.
Posted on Reply
#165
Xuper
ChomiqFrom the above deep dive:
Still too many rumour.I'll wait
RahnakIs VRS a DX feature? I looked it up but didn't find any concrete information. There's considerable Microsoft documentation about it that would make me think so, but nvidia's website says it's compatible with DX11, DX12, OpenGL and Vulkan.
docs.microsoft.com/en-us/windows/win32/direct3d12/vrs
Posted on Reply
#166
Valantar
RahnakIs VRS a DX feature? I looked it up but didn't find any concrete information. There's considerable Microsoft documentation about it that would make me think so, but nvidia's website says it's compatible with DX11, DX12, OpenGL and Vulkan.
There are different implementations of the concept, one is through DX12_2 (Ultimate). Nothing stopping others from making their own solution, but MS has it ready to go.
Posted on Reply
#167
Xuper
www.tomshardware.com/news/amd-big_navi-rdna2-all-we-know
What do the console specifications mean for Big Navi / Navi 2x and RDNA 2 desktop GPUs? Obviously times change, but we definitely know a few things. First, AMD is fully capable of building an RDNA 2 / Big Navi GPU with at least 52 CUs, and very likely can go higher. AMD is also using two completely different GPU configurations for the Xbox Series X and PlayStation 5, though that doesn't mean either configuration will actually end up in a PC graphics card. Sony's Mark Cerny was quick to point out that there's some undisclosed 'special sauce' in the PS5 processor, for example. Basically, the upcoming consoles give us a minimum baseline for what AMD can do with Big Navi.
This buzzword.
Posted on Reply
#169
Valantar
rvalenciaXSX has 52 CU with four disabled CUs for yield issues. XT variant would be 56 CU.
Why? The XSX is a semi custom APU, not a dGPU. There's no reason to assume AMD will release the same configuration as a dGPU. In fact it's quite unlikely as designing a new chip from scratch would easier than separating out the GPU part from that APU. The architecture is modular and scalable, so they can configure it to have as many CUs as they think suitable. There was never a dGPU version of the XOX GPU.
Posted on Reply
#170
ValenOne
ValantarWhy? The XSX is a semi custom APU, not a dGPU. There's no reason to assume AMD will release the same configuration as a dGPU. In fact it's quite unlikely as designing a new chip from scratch would easier than separating out the GPU part from that APU. The architecture is modular and scalable, so they can configure it to have as many CUs as they think suitable. There was never a dGPU version of the XOX GPU.
HD 7790 was close to XBO's GPU.

X1X dev kits have 44 CUs enabled.
Posted on Reply
#171
Valantar
rvalenciaHD 7790 was close to XBO's GPU.

X1X dev kits have 44 CUs enabled.
...so? Just because there exist many different hardware configurations across consoles and PC GPUs doesn't whatsoever indicate that there will be a PC GPU with the same layout or CU count. As you say, the HD 7790 was close to the XBO GPU - but not the same! And as CU counts grow, the likelihood of matching layouts drops. Back when 14 CUs was relevant, it made sense that both the XBO and a dGPU had that many. Now, with the XSX at 52 (56, 4 disabled) and AMD removing their previous hard architectural limit of 64 CUs when launching RDNA, the closest PC SKU might have 40, 50, 60, whatever. Of course it could end up with 56 or 52, but that depends on how performance scales and AMD wants to segment their product stack. The point is that you are assuming a causal relation here that does not exist. The XSX GPU design is entirely separate from any related and similarly sized RDNA 2 PC GPU design; it was made by a different division and customized according to Microsoft's wishes. Expecting a similarly sized PC GPU makes sense - there's room for it in their product stack - but assuming a direct relation like saying "The XSX has 52 CUs, an XT version might have 56" as if they were the same silicon design makes no sense whatsoever.
Posted on Reply
#172
Dmu
What do you guys think of the new controller for the PS5 ?

IT's really looking Xbox alike.
Posted on Reply
#173
Valantar
DmuWhat do you guys think of the new controller for the PS5 ?

IT's really looking Xbox alike.
IMO the visual design is way too "look how futuristic I am" - looks like a prop from some mid-budget sci-fi TV show. If this is any indication of the console design, I'm kind of pessimistic (frankly it makes me expect the console to look like a squished stormtrooper helmet). Doesn't work for me, and sadly the colours and lighting in the photos serve to hide the physical design of the controller, making it difficult to tell how it's sculpted. At least it looks somewhat like it was designed for actual human hands, unlike previous Playstation controllers, so it ought to be an improvement no matter what. I still think it won't match the ergonomics of the XB1 controller (curious how the smaller size of the XSX controller will affect that impression), but it will undoubtedly be better.
Posted on Reply
#175
Valantar
Super XPAny digitization like a screen built into the game controllers are most likely borrowed by the highly innovative Sega Dreamcast, which was years ahead of its time. And fighting between Sega of Japan vs. Sega of America caused poor console decisions etc.,
images.app.goo.gl/oTJ2XUqLie7EB9NS9
Not sure if this version was ever official.
images.app.goo.gl/3J5Sk66tR8nLUYVdA
There's no screen. Just haptic triggers (kind of fun to see PS fans crowing over this "new" and "exciting" feature that Xbox users have had since 2013) and some vaguely improved haptic feedback (akin to Nintendo's HD Rumble maybe?). And the "share" button is now a "create" button, which... is the same? I mean, you need to create something (a screenshot, video, etc.) to share anyhow. We'll see how the software pans out. Also a moved light bar, integrated microphone, and overall rounded design.
Posted on Reply
Add your own comment
Nov 14th, 2026 10:57 CST change timezone

New Forum Posts

Popular Reviews

TPU on YouTube

Controversial News Posts