Yesterday, PlayStation uploaded a video of Mark Cerny’s PS5 Pro technical seminar held at: sony Interactive Entertainment Headquarters. System Architects took a deep dive into the Playstation 5 Pro’s new hardware and chose to clear up some rumors surrounding the new console. Mark spent some time solving the “FLOPflation” issue, as the “wrong 33.5 TFLOPs number” was leaked due to the leaker’s misunderstanding of the hardware, assuming deeper use of the hardware Genomic DNA 3– Inspired architecture.
In fact, the PS5 Pro achieved 16.7 TFLOPs, compared to 10 TFLOPs for the PS5. Meanwhile, an accurate pre-release leak states that the PS5 Pro reaches 300 TOPS when performing 8-bit operations. At the same time, 16-bit computing can reach 67 TFLOPS. As Cerny clarified, RDNA 2.
According to Mark Cerny, the PS5 Pro’s biggest improvement is believed to be its new ray acceleration architecture, which uses BVH8 (Bounding Volume Hierarchy) and takes advantage of improved “hardware stack management,” which means graphics shader code Now it’s better managed, simpler, and performs better on new hardware.
BVH refers to how bounding boxes (a common feature of 3D rendering) are used for graphics calculations such as reflections. BVH4, which has a set of 4 bounding boxes, was used for RT calculations on PS5, and PS5 Pro can now utilize BVH8 (8 bounding boxes) for RT calculations. Likewise, the ray intersection engine has doubled from checking 4 boxes and 1 triangle for rays (PS5) to 8 boxes and 2 triangles (PS5 Pro).
These improvements to ray tracing hardware in PlayStation 5 Pro are made possible by incredible A customized version of the RDNA 2 GPU architecture used in PS5 offers huge performance gains in curved and bumpy light reflections, but limited performance gains in shadows and flat reflections.
this Full 37 minute video It is recommended to check more technical information on PlayStation 5 Pro. It includes many interesting hindsights about the gaming console market and the technology required to compete in it.