Discussion Playstation 6 speculation

marees

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PS6 (AMD Orion APU) specs as leaked by MLID


Sony's next-gen PlayStation 6 full specs leak:
  • 280mm2
  • TSMC 3nm
  • (monolithic die)
  • 160W TDP
  • 54 x RDNA 5 CUs (2 disabled)
  • 8 x Zen 6c cores (1 disabled)
  • 2 x Zen 6 LP cores (for OS)
  • 160-bit 32Gbps GDDR7 memory


Read more: https://www.tweaktown.com/news/1076...-ready-for-next-gen-gaming-in-2027/index.html


PS6 specs (as claimed by MLID)

Memory Bus size seems too small, imo

Leaked specs (the most odd thing is the narrow memory bus)

https://www.tweaktown.com/news/1076...-ready-for-next-gen-gaming-in-2027/index.html

View attachment 130092
 

marees

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Fwiw, I'd have expected 2nm for something that's expected to release in 2028
 

MrMPFR

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PS6 (AMD Orion APU) specs as leaked by MLID


Sony's next-gen PlayStation 6 full specs leak:
  • 280mm2
  • TSMC 3nm
  • (monolithic die)
  • 160W TDP
  • 54 x RDNA 5 CUs (2 disabled)
  • 8 x Zen 6c cores (1 disabled)
  • 2 x Zen 6 LP cores (for OS)
  • 160-bit 32Gbps GDDR7 memory
Gonna expand on it a bit with some commentary and info.

Smaller SoC makes sense with TSMC absurd wafer prices for post N7 nodes.

N3 already confirmed by Kepler last year IIRC.

TDP seems absurdly low for an entire console with that GPU spec. MLID said they want to get back to roughly PS4 power draw to reduce console size, so it's not SoC TDP, it's power draw for entire console. 85-90% efficiency PSU (similar to PS5) brings that 135-145W. Then you need to factor in SoC VRM loss, CPU power draw, SSD, IO ASIC, fan, and other components. And that probably only leaves ~100W power draw (TDP) for GPU core, MC and GDDR7 chips.

One disabled Zen6C core seems unlikely. N3 yields are unprecedented. Much better than N6. Sure PS4 and PS3 disabled one core, but PS5 didn't so PS6 prob won't either.

If we bump power draw to PS5 level that should leave around 140-150W for GPU, but even then it really only looks more like a 5070 more than a 9070/9070XT in raster. 9070XT ~2.9-3ghz. 19% fewer CUs, 10% lower clockspeed to half GPU power draw and the 10% IPC increase estimate from MLID estimate only works out to PS6 ~5070 raster perf (TPU GPU database relative perf). Even weaker if it has to stay within 160W power draw for entire console.
So unless RDNA5 is extremely energy efficient and has a 15-20% IPC increase I can't match @Kepler_L2's ~9070XT estimate with these HW specs. And this performance at 100W GPU core and mem TDP is fantasy land territory.

160bit MC looks reasonable. 32Gbps GDDR7 over 160 bit is the same BW as 9070XT 20gbps 256bit GDDR6 design. 10MB L2 seems low but with big architectural changes it might be fine.

Cuz AT0 is only ~7 PF or so, AMD is not doing the same matrix cores on gaming dGPUs and DC GPUs like NVIDIA is doing with Rubin.

5090 = 3.3PF NVFP4 sparse, 6000 Pro = 4PF. Hope PS6 has doubled FP8 perf and quadrupled FP4 perf vs RDNA4 like AT0, but I don't think that has been confirmed yet. If we assume AMD has an alternative to NVFP4 then that goes even further in reality. IIRC the current DLSS TF and FSR4 runs using FP8 and INT8. This also applies for Cooperative Vectors API.
If PS6 uses NVFP4 like format for FSR5 and doubles ML throughput vs RDNA 4 then the PS5 would have 2.5-3X higher perf for the FP part than 5080 currently has with DLSS4.

The stuff about physics, unique assets and AI enhanced NPCs sounds interesting, but let's wait for the Road to PS6 presentation by Cerny. But a 900-1080p internal res -> 4K with FSR4 for 4K 60FPS mode leaves plenty of headroom for additional GPU compute per frame beyond raster. Probably plenty of additional features introduced likely enabled by work graphs.

30-40GB. Leaning towards 30GB. Assuming FP4 quantized models using NVFP4 like format and not MXFP4 and features like work graphs, neural texture and asset compression being used the 30GB of VRAM should be enough.

Fwiw, I'd have expected 2nm for something that's expected to release in 2028
Late 2027 release it seems like. PS4 and PS5 cadence for the third time.
 
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MrMPFR

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Proving 5090 RT claim is nonsensical​

MLID's 5090 RT perf claim looks like flawed extrapolation perf from the 6-12X RT uplift internal estimate by Sony. Could be based on a game selection from medium RT to heavy RT and PT. It's not it's frame time ms cost comparison for RT specific workloads. See Kepler L2's reply (next comment) and ignore this entire post. TBH in this light the 6-12X RT uplift seems rather underwhelming as the math here isn't pure RT/PT ms. Look at Doom TDA PT and any other game with a lot of RT or PT. Pure RT ms speedup from 7900 XTX -> 9070 XT and 9070 XT -> 5070 TI is far greater making it harder to catch up to NVIDIA within 6-12X figure. So the estimate is probable not even real (misinfo to troll leakers?), since if it was true then RDNA5 PT perf would've been a joke.

IGNORE

PS5 anemic RT is already a joke.
Let's illustrate why the 5090 RT claim is not true or accurate. This is based on raw specs and clocks, PS5 performs better in reality due to low level (bare metal) optimizations and leaner OS. I know this math is far from perfect but it gives a pretty good idea. In TPU's GPU database the 6700XT roughly ~20% stronger in RT than a 6700. Clocks ~10% higher than PS5 in games so let's add that. Now the RX 6700XT is ~33% stronger than the PS5 GPU. RDNA3 didn't push RT vs RDNA2. RT on vs off drop marginally better than RDNA 2 which is why this comparison is possible based on raster numbers.

Let's see how 6700XT and 7900XTX compares in RT here across TPU's test game suite at 1440p (4K useless due to 12GB VRAM): https://www.techpowerup.com/review/gpu-test-system-update-for-2025/3.html.
The RX 7900 XTX has a 2.44X advantage vs 6700XT. Multiply by 1.33 and it's 3.25X faster across these games.
RX 9070 XT from this review https://www.techpowerup.com/review/sapphire-radeon-rx-9070-xt-pulse/37.html is +15% vs 7900XTX or 3.7X faster than PS5. If we assume PS6 has excellent RT and despite weaker core can match 4080-5080 in RT then we get 4.5-4.8X gain over PS5.
But remember that in TPU's RT game suite the 5090 is 1.92X ahead of 9070XT or 7.17X faster than PS5. Note that these workloads are not PT but RT games so the raster/RT ratio will shift a lot for PT games. But you can't have a PS5 GPU with roughly half the raster perf (~9070 raster) of a 5090 match it in RT games where a ton of the rendering pipeline is raster. Again flawed math.

RDNA4 is different though and in PT games the RX 9070 XT manages a 30-50% performance lead over the RX 7900 XTX. That's ~4-5X ahead of the PS5. But remember that NVIDIA completely smokes AMD cards in PT games. In PT games the lead a 5070 TI has over a 9070XT can be anywhere from 1.5-2X as seen in HUB's 9070 XT review. The RTX 5080 is also 1.81X stronger than 9070 XT in Doom TDA with PT enabled. source: https://medium.com/@opinali/doom-path-tracing-and-bechmarks-d676939976e8. Extrapolating 9070 XT vs 5070 TI gives a ~1.5X NVIDIA advantage.

If we now compare 5070 TI with 7900XTX in Black Myth Wukong and Alan Wake 2 (4K Q upscale = 1440p internal res) we get a 2.6X and 3.4X speedup. 3.25 x 2.6-3.4 = 8.45-11.05X faster than PS5.
Let's add the differential up to 5080 and we get 10.14-13.6.

Based on this it sounds like PS6 could exceed NVIDIA Blackwell on the RT front but 6-12X doesn't result in 5090 PT perf, it results in 5070 TI-5080 PT perf. If true that's still impressive as it implies the PS6 per core will offset the overall weaker raster performance with stronger RT performance. But then again IIRC Kepler said RDNA5's RT feature set exceeds that of the 50 series so this markes a lot of sense.

But please ignore MLID's sensational 5090 RT claim.
 
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Kepler_L2

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Proving 5090 RT claim is nonsensical​

MLID's 5090 RT perf claim looks like flawed extrapolation perf from the 6-12X RT uplift internal estimate by Sony. Could be based on a game selection from medium RT to heavy RT and PT. PS5 anemic RT is already a joke.
Let's illustrate why the 5090 RT claim is not true or accurate. This is based on raw specs and clocks, PS5 performs better in reality due to low level (bare metal) optimizations and leaner OS. I know this math is far from perfect but it gives a pretty good idea. In TPU's GPU database the 6700XT roughly ~20% stronger in RT than a 6700. Clocks ~10% higher than PS5 in games so let's add that. Now the RX 6700XT is ~33% stronger than the PS5 GPU. RDNA3 didn't push RT vs RDNA2. RT on vs off drop marginally better than RDNA 2 which is why this comparison is possible based on raster numbers.

Let's see how 6700XT and 7900XTX compares in RT here across TPU's test game suite at 1440p (4K useless due to 12GB VRAM): https://www.techpowerup.com/review/gpu-test-system-update-for-2025/3.html.
The RX 7900 XTX has a 2.44X advantage vs 6700XT. Multiply by 1.33 and it's 3.25X faster across these games.
RX 9070 XT from this review https://www.techpowerup.com/review/sapphire-radeon-rx-9070-xt-pulse/37.html is +15% vs 7900XTX or 3.7X faster than PS5. If we assume PS6 has excellent RT and despite weaker core can match 4080-5080 in RT then we get 4.5-4.8X gain over PS5.
But remember that in TPU's RT game suite the 5090 is 1.92X ahead of 9070XT or 7.17X faster than PS5. Note that these workloads are not PT but RT games so the raster/RT ratio will shift a lot for PT games. But you can't have a PS5 GPU with roughly half the raster perf (~9070 raster) of a 5090 match it in RT games where a ton of the rendering pipeline is raster. Again flawed math.

RDNA4 is different though and in PT games the RX 9070 XT manages a 30-50% performance lead over the RX 7900 XTX. That's ~4-5X ahead of the PS5. But remember that NVIDIA completely smokes AMD cards in PT games. In PT games the lead a 5070 TI has over a 9070XT can be anywhere from 1.5-2X as seen in HUB's 9070 XT review. The RTX 5080 is also 1.81X stronger than 9070 XT in Doom TDA with PT enabled. source: https://medium.com/@opinali/doom-path-tracing-and-bechmarks-d676939976e8. Extrapolating 9070 XT vs 5070 TI gives a ~1.5X NVIDIA advantage.

If we now compare 5070 TI with 7900XTX in Black Myth Wukong and Alan Wake 2 (4K Q upscale = 1440p internal res) we get a 2.6X and 3.4X speedup. 3.25 x 2.6-3.4 = 8.45-11.05X faster than PS5.
Let's add the differential up to 5080 and we get 10.14-13.6.

Based on this it sounds like PS6 could exceed NVIDIA Blackwell on the RT front but 6-12X doesn't result in 5090 PT perf, it results in 5070 TI-5080 PT perf. If true that's still impressive as it implies the PS6 per core will offset the overall weaker raster performance with stronger RT performance. But then again IIRC Kepler said RDNA5's RT feature set exceeds that of the 50 series so this markes a lot of sense.

But please ignore MLID's sensational 5090 RT claim.
MLID doesn't understand that any RT performance claims from AMD, NVIDIA, Intel, Sony, etc. always refers to RT-specific frametime comparisons, not FPS comparisons, otherwise in RT-light titles like Resident Evil enabling RT would increase performance which is obviously nonsense.
 

MrMPFR

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MLID doesn't understand that any RT performance claims from AMD, NVIDIA, Intel, Sony, etc. always refers to RT-specific frametime comparisons, not FPS comparisons, otherwise in RT-light titles like Resident Evil enabling RT would increase performance which is obviously nonsense.
Providing an update here.
I've tried to get specifics and be critical of the claim, but got multiple flat out rejections from MLID and community. Now acting like it was RT ms uplift all along. TBH this feels like gaslighting given the earlier comments made by MLID: Watch Die Shrink excerpt vid from ~1 month ago and the latest segment in PS6 vid from a week ago with extrapolated AW2 perf. That extrapolation was oversimplification to make console peasants comprehend (heavily paraphrasing). Well then it shouldn't have been included!

I found also out how that the flawed 12X extrapolation does indeed line up with 5090 BTW. Well at 1080p internal res but that's not gonna tax the RT cores, reduce raster enough and adress 5080 -> 5090 scaling bottleneck. If we move to 4K Quality upsale (1440p) now the gain roughly aligns with a 5080. 4K native and it's even worse and the 5090 buries everything else to a much larger degree. PT compute scales really well.
But like I said RT ms makes the 6-12X even more underwhelming since it requires larger RT speedup than vs entire frame. It's also mathematically impossible to fit 5090 within that estimate in PT games for entire frame (best case for MLID). This is painfully obvious the higher the resolution.
50 series is lightyears ahead of AMD in PT, it's a joke to suggest otherwise. Not having OMM, SER and proper BVH traversal processing in HW really hurts performance.

You might think all this is futile and you're probably right but I just couldn't resist.

One thing is for sure though. This 5090 RT thing won't age well. It is as memeable as Zen 6 7ghz.
 
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marees

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Plan is 2027 — Kepler

That feels early to me. But if it's 3nm then they might as well go for 2027

If 2nm then 2028 makes more sense

 

MrMPFR

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Plan is 2027 — Kepler

That feels early to me. But if it's 3nm then they might as well go for 2027

If 2nm then 2028 makes more sense

Seems about right. Keeping up with historical 7 year cadence.

It's not N2 based. Kepler already confirmed this multiple times and I don't recall a single implementation of RDNA 5 GPU IP on N2.
 

SteveGrabowski

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Given the PS5 gen has been kind of lame can't see why anyone would be all that hyped for a PS6 that'll probably be $1000 after adding in the blu-ray drive and the stand.
 

marees

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Is the PS6 Launch Date Delayed? New Sony Comments Hint It May Be.​

Sony’s CFO has hinted that the PS5 is only halfway through its life cycle, sparking speculation that the PS6 release date could be delayed.

In her latest comments on PlayStation, the executive claims we are only halfway into the life cycle of the PS5.

“There are many active users enjoying the console. So from that perspective, we believe that the PS5 is only in the middle of the journey, and we are really planning to expand it even further.”

Lin Tao’s latest interview may be at odds with the numerous leaks claiming that the PS6’s 2027 launch is already “locked in.” However, many PS5 players are not only happy with Tao’s comments but are also hoping PlayStation 6 gets delayed even further.

PlayStation Owners Want PS6 Launch Delayed​

many players reacted positively to the idea of the PlayStation 6’s launch possibly being delayed.

PS5 Support Could Overlap PS6 Launch​

when the PS5 launched in 2020, Sony continued making games for the PS4 for years. So, the PlayStation 5 could technically only be halfway into its life cycle while the PS6 still launches in 2027. Regardless, it seems like many PlayStation players are in no rush to jump into the next-generation, and Sony may be on the exact same page.

 

Kepler_L2

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Is the PS6 Launch Date Delayed? New Sony Comments Hint It May Be.​

Sony’s CFO has hinted that the PS5 is only halfway through its life cycle, sparking speculation that the PS6 release date could be delayed.

In her latest comments on PlayStation, the executive claims we are only halfway into the life cycle of the PS5.

“There are many active users enjoying the console. So from that perspective, we believe that the PS5 is only in the middle of the journey, and we are really planning to expand it even further.”

Lin Tao’s latest interview may be at odds with the numerous leaks claiming that the PS6’s 2027 launch is already “locked in.” However, many PS5 players are not only happy with Tao’s comments but are also hoping PlayStation 6 gets delayed even further.

PlayStation Owners Want PS6 Launch Delayed​

many players reacted positively to the idea of the PlayStation 6’s launch possibly being delayed.

PS5 Support Could Overlap PS6 Launch​

when the PS5 launched in 2020, Sony continued making games for the PS4 for years. So, the PlayStation 5 could technically only be halfway into its life cycle while the PS6 still launches in 2027. Regardless, it seems like many PlayStation players are in no rush to jump into the next-generation, and Sony may be on the exact same page.

No, this is talking about cross-gen support
 

MoragaBlue

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PlayStation Owners Want PS6 Launch Delayed​

many players reacted positively to the idea of the PlayStation 6’s launch possibly being delayed.

Why? In my view, I can't see any downside to have better tech sooner. If anything, the PS6 should foster an environment for retailers to reduce the current PS5 & Pros pricing.

For me, I'd pick it up if there were an exclusive game I just must play. I'd imagine, GTA 6 would be the game for many many gamers. Admittedly, while I'm looking forward to it, it's not quite a "must" play game for me, unlike Bloodborne where I basically picked up a PS5 just to play it. Now, if this were RDR3, I'd pre-order both the console and the game!
 
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Golgatha

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Why? In my view, I can't see any downside to have better tech sooner. If anything, the PS6 should foster an environment for retailers to reduce the current PS5 & Pros pricing.

For me, I'd pick it up if there were an exclusive game I just must play. I'd imagine, GTA 6 would be the game for many many gamers. Admittedly, while I'm looking forward to it, it's not quite a "must" play game for me, unlike Bloodborne where I basically picked up a PS5 just to play it. Now, if this were RDR3, I'd pre-order both the console and the game!
I think they'll delay the PS6 until 2028. RAM, VRAM, and NAND will all be more expensive most likely, but may come down by then as supply and demand adjust over the next few years. The extra time will allow them to clear the channel of PS5 and PS5 Pro inventory as well. From my vantage point, the PS5 Pro is just now getting some games with Enhanced support and it will be good enough to play GTA6, etc. for the next couple of years. I think it makes a lot of sense for Sony to delay the launch of the PS6 unless XBox pulls the trigger sooner than expected.
 
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MrMPFR

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The extra time will allow them to clear the channel of PS5 and PS5 Pro inventory as well
It took Sony years to stop PS4 production for some markets. For example Japanese distribution lasted till April 2025 and some markets apparently still receive it rn.
So don't think Sony is really worried about channel for PS6. It's nothing like GPU gens.


On a different note Kepler's claims from January 2025 about RDNA5 being an early fork of GFX13 is interesting. Wonder how much dGPU GFX13 and PS6 GPU differ. PS6 better not be another PS5 situation missing HW features.
 

Mopetar

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I think Sony can hold out longer than Microsoft. Their current generation is doing better and they have a Pro model that can hold down the fort for a while longer as well.

There's even some advantage to them shipping half a year or so after Microsoft as it potentially lets them have slightly better tech that can compete against a beefier machine with less hardware. They won't loose their core audience in that time span either and with most titles being third party these days, they'll have a better launch lineup.
 
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Kepler_L2

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I think Sony can hold out longer than Microsoft. Their current generation is doing better and they have a Pro model that can hold down the fort for a while longer as well.

There's even some advantage to them shipping half a year or so after Microsoft as it potentially lets them have slightly better tech that can compete against a beefier machine with less hardware. They won't loose their core audience in that time span either and with most titles being third party these days, they'll have a better launch lineup.
Shipping later doesn't magically add more features for something that was design frozen long time ago
 

MrMPFR

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I've tried to make sense of the PS6 ~9070XT estimate by looking at Navi 48 9070 vs 9070XT. Let me first start with establishing some prereq info (skip ahead if you want results)

Prerequisites for analysis
Both dies are identical in terms of Frontend, RB, L2, LLC, and memory config only differing in shader config and shader and RB clocks. IIRC AMD hasn't disclosed infinity cache clocks so I'll assume they're identical.

Numbers have been sourced from TPU's 9070 review: https://www.techpowerup.com/review/powercolor-radeon-rx-9070-hellhound/
Results normalized to 9070 = 100

Specs and perf
v / >RX 9070RX 9070 XT
CUs5664
SE (RB+3D FF+Frontend)44
Clk avg 25 games2700*2982
TFLOPs adj_clk100126.2
RB+3D FF adj_clk100110.4
FPS 4K avg100112
FPs 4K RT avg100115
* = -50mhz due to mild factory OC

9070XT has massive avg gaming compute lead of +26.2% vs 9070. For overall frontend and non-shader FF resources lead shrinks to +10.4%.
Not surprisingly RT which is more compute bound sees larger gains than raster.

Benchmark numbers (4K native)
v / >90709070 XT
Blender*100117.6
Cyberpunk 2077100111.6
Stalker 2100110.9
Alan Wake 2 RT100114.9
Cyberpunk 2077 RT100119.2
* = rendering/compute application

Difference confirmed here. Perf scaling is higher with compute bound workloads.

Node PPA
v / >clkpwr
N5 -> N4P/N4C+11%-22%
N5 -> N3B+10-15%-25-30%
*N4P/N4C -> N3B-1 - +4%-4-10%
N3B -> N3P+10%-20%
*N4P/N4C -> N3P+9-14%-23-28%
*Not official number but estimates based on official numbers

With N4C -> N3P a shrink of 9070 matching 9070XT clocks without increasing TDP is easily doable.

PS5 power GPU draw
PS5 is quoted as having 92% efficiency around 200-230W. Source: https://www.techpowerup.com/review/playstation-5-power-supply-adp-400dr/5.html
Internally that's 184W - 212W. 10W for blue-ray, 10W for misc and 20-30W for CPU seems reasonable. 40-50W which leaves 134W - 172W (including mem PHYs) for PSU GPU.

PS6 rumoured specs
52 CUs (54 CU full config)
3 SEs
2982mhz clock estimate (matching 9070XT)


PS6 raster IPC extrapolation
I assume PS6 only has 3 Shader Engines and assuming no changes to number of RBs and Rasterizer footprint (brute force).
If we normalize to 9070XT clocks it has 33% lead.
If we look at compute throughput 9070XT is 23% ahead.

Whether IPC gain or countering a cachemem bottleneck (L2 + LLC (not in RDNA5) and memory) to catch up with 9070XT in raster requires 23-33% higher performance or assuming a mixed workload likely 25-30%.
Matching 9070 (-10.7% perf 9070XT) only requires 9.8-18.8% higher IPC, or assuming a mixed workload around 12-17%.

PS6 matching ~9070-9070XT raster perf requires anywhere from 12-30% IPC gain vs 9070XT.
9070 -> 9070XT perf scaling is not 100% perfect so the range can prob be lowered a bit. Maybe 10-25% IPC gain should do the trick.

Reversing PS6 power draw and power efficiency
9070 has 220W power draw. I assume PS6 has same power draw and PSU as a PS5. I'll adjust CPU power draw to two scenarios: low power CPU 15-20W or PS5 CPU (20-30W).
GPU needs to hit 144-177W power draw or prev numbers (134-172W).

New node equals out increasing clockspeed so let's use that 220W as a starting point. Removing LLC+96bits from bus + GDDR7 could reduce power draw by 20-30W, maybe more (not sure) = 190-200W.
Perf/watt (low wattage CPU) = +13-32% (9070 perf) or +26-48% (9070 XT perf)
Perf/watt (PS5 CPU wattage) = +16-42% (9070 perf) or +30-59% (9070 XT perf)

I've set up math to find ends of the spectrum. Power draw for non-GPU can fluctuate a lot so the extrapolated perf/watt gain would prob be somewhere in the middle.

Caveat: PS6 will target lower clocks than RDNA5 ATx silicon (power constraints) assuming it has same design goals as RDNA4 (high clocks) which should help reduce power draw. Also suspect the estimate for iso-power with 9070 -> 9070XT clock increase with the node shrink from N4P -> N3P is pessimistic. The new node can prob drive power down a bit also. Both should make it easier to hit perf/watt targets (performance (9070-9070XT raster) within power budget (PS5), even if µarch falls short of my perf/watt estimates ^. That's a result of the node impact watering down the purely µarch perf/watt gains. Fortunately for AMD that lowers the target they needs to hit. End

All this should help drive down power at iso-clocks (9070XT), or push µarch raster IPC high enough that AMD can get away with lower clocks. Overall this seems realisticand reasonable given how significant many of the changes in RDNA5 are.

Conclusion
~9070XT raster for a significantly smaller GPU config with far lower power budget is very ambitious even when we factor in the node shrink. With that said if RDNA5 is a very good architecture then it should be possible to hit the target and easily achievable if we lower the perf target by 5-10%.

Also remember that this is only the starting point as RDNA5 tailors scheduling and execution to the Work Graphs pipeline. This should help drive further perf gains in addition to any ML and PT gains in the second half of its life (including PS6/PS7 crossgen).

Sorry for the long post. I hope at least some of it makes sense xD
 

marees

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I've tried to make sense of the PS6 ~9070XT estimate by looking at Navi 48 9070 vs 9070XT. Let me first start with establishing some prereq info (skip ahead if you want results)

Prerequisites for analysis
Both dies are identical in terms of Frontend, RB, L2, LLC, and memory config only differing in shader config and shader and RB clocks. IIRC AMD hasn't disclosed infinity cache clocks so I'll assume they're identical.

Numbers have been sourced from TPU's 9070 review: https://www.techpowerup.com/review/powercolor-radeon-rx-9070-hellhound/
Results normalized to 9070 = 100

Specs and perf
v / >RX 9070RX 9070 XT
CUs5664
SE (RB+3D FF+Frontend)44
Clk avg 25 games2700*2982
TFLOPs adj_clk100126.2
RB+3D FF adj_clk100110.4
FPS 4K avg100112
FPs 4K RT avg100115
* = -50mhz due to mild factory OC

9070XT has massive avg gaming compute lead of +26.2% vs 9070. For overall frontend and non-shader FF resources lead shrinks to +10.4%.
Not surprisingly RT which is more compute bound sees larger gains than raster.

Benchmark numbers (4K native)
v / >90709070 XT
Blender*100117.6
Cyberpunk 2077100111.6
Stalker 2100110.9
Alan Wake 2 RT100114.9
Cyberpunk 2077 RT100119.2
* = rendering/compute application

Difference confirmed here. Perf scaling is higher with compute bound workloads.

Node PPA
v / >clkpwr
N5 -> N4P/N4C+11%-22%
N5 -> N3B+10-15%-25-30%
*N4P/N4C -> N3B-1 - +4%-4-10%
N3B -> N3P+10%-20%
*N4P/N4C -> N3P+9-14%-23-28%
*Not official number but estimates based on official numbers

With N4C -> N3P a shrink of 9070 matching 9070XT clocks without increasing TDP is easily doable.

PS5 power GPU draw
PS5 is quoted as having 92% efficiency around 200-230W. Source: https://www.techpowerup.com/review/playstation-5-power-supply-adp-400dr/5.html
Internally that's 184W - 212W. 10W for blue-ray, 10W for misc and 20-30W for CPU seems reasonable. 40-50W which leaves 134W - 172W (including mem PHYs) for PSU GPU.

PS6 rumoured specs
52 CUs (54 CU full config)
3 SEs
2982mhz clock estimate (matching 9070XT)


PS6 raster IPC extrapolation
I assume PS6 only has 3 Shader Engines and assuming no changes to number of RBs and Rasterizer footprint (brute force).
If we normalize to 9070XT clocks it has 33% lead.
If we look at compute throughput 9070XT is 23% ahead.

Whether IPC gain or countering a cachemem bottleneck (L2 + LLC (not in RDNA5) and memory) to catch up with 9070XT in raster requires 23-33% higher performance or assuming a mixed workload likely 25-30%.
Matching 9070 (-10.7% perf 9070XT) only requires 9.8-18.8% higher IPC, or assuming a mixed workload around 12-17%.

PS6 matching ~9070-9070XT raster perf requires anywhere from 12-30% IPC gain vs 9070XT.
9070 -> 9070XT perf scaling is not 100% perfect so the range can prob be lowered a bit. Maybe 10-25% IPC gain should do the trick.

Reversing PS6 power draw and power efficiency
9070 has 220W power draw. I assume PS6 has same power draw and PSU as a PS5. I'll adjust CPU power draw to two scenarios: low power CPU 15-20W or PS5 CPU (20-30W).
GPU needs to hit 144-177W power draw or prev numbers (134-172W).

New node equals out increasing clockspeed so let's use that 220W as a starting point. Removing LLC+96bits from bus + GDDR7 could reduce power draw by 20-30W, maybe more (not sure) = 190-200W.
Perf/watt (low wattage CPU) = +13-32% (9070 perf) or +26-48% (9070 XT perf)
Perf/watt (PS5 CPU wattage) = +16-42% (9070 perf) or +30-59% (9070 XT perf)

I've set up math to find ends of the spectrum. Power draw for non-GPU can fluctuate a lot so the extrapolated perf/watt gain would prob be somewhere in the middle.

Caveat: PS6 will target lower clocks than RDNA5 ATx silicon (power constraints) assuming it has same design goals as RDNA4 (high clocks) which should help reduce power draw. Also suspect the estimate for iso-power with 9070 -> 9070XT clock increase with the node shrink from N4P -> N3P is pessimistic. The new node can prob drive power down a bit also. Both should make it easier to hit perf/watt targets (performance (9070-9070XT raster) within power budget (PS5), even if µarch falls short of my perf/watt estimates ^. That's a result of the node impact watering down the purely µarch perf/watt gains. Fortunately for AMD that lowers the target they needs to hit. End

All this should help drive down power at iso-clocks (9070XT), or push µarch raster IPC high enough that AMD can get away with lower clocks. Overall this seems realisticand reasonable given how significant many of the changes in RDNA5 are.

Conclusion
~9070XT raster for a significantly smaller GPU config with far lower power budget is very ambitious even when we factor in the node shrink. With that said if RDNA5 is a very good architecture then it should be possible to hit the target and easily achievable if we lower the perf target by 5-10%.

Also remember that this is only the starting point as RDNA5 tailors scheduling and execution to the Work Graphs pipeline. This should help drive further perf gains in addition to any ML and PT gains in the second half of its life (including PS6/PS7 crossgen).

Sorry for the long post. I hope at least some of it makes sense xD
i believe the process node difference (from 4nm to 3nm) will also play a part

I expect PS6 to be comparable to AT3 / Medusa Halo
 

jpiniero

Lifer
Oct 1, 2010
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It's not going to be anywhere near the 9070 XT. Figure it's not going to have much if any IC and the cut memory bus is going to limit performance... hence the rumors of the power consumption being low and presumably the clocks too.
 

MrMPFR

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Aug 9, 2025
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i believe the process node difference (from 4nm to 3nm) will also play a part

I expect PS6 to be comparable to AT3 / Medusa Halo
It's not massive, but sure I already covered that under Node PPA
Only if those have much higher clocks and also N4P -> N3P is not a magic bullet.
IIRC AT3/Medusa Halo is a 24 CU x 2 SE config.
PS5 is 18 CU x 3 SE - 2CU = 52 CUs. +50% more RB and Rasterizer.

For compute bound stuff and RT maybe but raster hell nah.

It's not going to be anywhere near the 9070 XT. Figure it's not going to have much if any IC and the cut memory bus is going to limit performance... hence the rumors of the power consumption being low and presumably the clocks too.
160bit over 32gbps = 256bit over 20gbps.
Yeah no IC but 2.5X L2 (4 -> 10MB).
+43% (+60.7% with 36gbps) mem BW PS5 and 2.5X L2 and ~2.5X raster perf.

Seems a bit fantastical for it to not be held back TBH but perhaps RDNA4 + RDNA5 cachemem optimizations are that good. Afterall there's universal compression, revamped scheduling and execution, ton of cachemem changes etc...

Maybe that 9070XT claim is only thanks to lean Sony API and perhaps it would be closer to 5070-9070 with bloated DX12 API.

Is this something Kepler has detailed previously?