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Topic: PS5 Transistor count

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AlisonPentouseus

I'll try to keep it concise and simple.

PS4 has 18 compute units and and a total transistor count of ~5.7 million.
With a simple calculation, we can understand that each of the PS4's 18 CUs has ~316666 transistors (5,700,000 ÷ 18 = 316,666).
Accordingly to Mark Cerny, each of the PS5 CUs has 62% more transistors compared to PS4's.
Now let's do a quick calculation to see if we can discover the total transistor count of the PS5 gpu:
Step one: 316,666 x 62% = 196,332.92
Step two: 196,332.92 + 316,666 = 512,998.92
(Each PS5 CU probably has 512,998.92 transistors.)
Step three: 512,998.92 x 36 = 18,467,961.12
Does this mean that PS5 gpu has more transistors than XSX's ~15 million?

Edited on by AlisonPentouseus

AlisonPentouseus

Ryall

@AlisonPentouseus The problem with your methodology is that the PS4 total transistor count of ~5.7 million refers to the whole system on the chip not the computer units. I have link to an image of the PS4 APU as you can see it contains a lot of other parts such as the Jaguar CPU and memory controllers.

Untitled

Edited on by Ryall

Ryall

AlisonPentouseus

@Ryall Is there a way to know how many transistors are dedicated to the PS4 CUs then?

AlisonPentouseus

Ryall

@AlisonPentouseus I’m not aware of it ever having been made public. It’s not something that easy to count in a teardown either.

For purposes of comparison of PS5 to Xbox series X we don’t really need to as we know they both use similar RDNA 2 CUs. Just under half the Xbox series X is APU is the a CUs so around 7.5 billion transistors. (7.5/56)X40=5.35 billion transistors for the PS5 GPU. I am of course assuming they include disabled computer units in the transistor count.

There is no reason for us to think but the rest of the chip will be a different size between the PS5 an Xbox series X so I would expect the PS5 PS5 an Xbox series X so I would expect the PS5 to have around 7.5+5.35=12.85 ~ 13 billion transistors.

Edited on by Ryall

Ryall

SirAngry

Transistor counts and ALU scores like TFLOPs are thoroughly useless metrics any way. They're just numbers, which generally tell you very little about a system, and how it performs the task it's meant to. Even talking about compute units this generation isn't really a fair comparison as both Microsoft and Sony have configured their shaders differently and clocked those units differently. As an example the XSX has raytracing coupled to the CUs TMU, yet the PS5 has decoupled them. In the grand scheme of things that might be a minor difference, but what functions are accelerated in hardware and how is way more important this generation than the TFLOPs score of the respective systems. Plus some of those functions work better at higher clocks, and others via parallel compute where more CUs help.

SirAngry

nessisonett

@SirAngry I wouldn’t say transistor counts were useless per se, but they aren’t everything. While you can optimise the use of those transistors up to an extent, at the end of the day raw computing power is directly tied to the number of transistors.

Plumbing’s just Lego innit. Water Lego.

Trans rights are human rights.

SirAngry

@nessisonett it's crude, and relatively pointless metric at this point, especially when dealing with specific tasks. How transistors are aligned in modern GPUs has been a far better judge of specific computational performance. Also the fact is you can perform raytracing calculations on both the PS3 and 360 in software, but one has processors aligned in a way that helps with those mathematics and while the other may have more transistors it won't perform as well as the former, although where RT is concerned neither would be a powerhouse. Just trying to subtly hint in my own way that there are differences between the two systems that mean in my opinion we're more likely to see differences in the "look" of games between systems than measurable metrics like pixels and FPS.

SirAngry

Warrior

Triangles per second
PS5 8.92 Billion
Xbx 7.3 Billion

Triangle culling per second
PS5 17.84 Billion
Xbx 14.6 Billion

Pixel fillrate
PS5 142.72 Billion
Xbx 116.8 Billion

Texture fillrate
PS5 321.12 Billion
Xbx 379.6 Billion

Warrior

JohnnyShoulder

ALL THE TRIANGLES R US.

Life is more fun when you help people succeed, instead of wishing them to fail.

Better to remain silent and be thought a fool than to speak and remove all doubt.

PSN: JohnnyShoulder

Warrior

This is simple math,4 instructions per second x clock speed.
4 x 2.23 GHZ = 8.9 Billion
4 x 1.82 GHZ = 7.3 Billion

8 x 2.23 GHZ = 17.8 Billion
8 x 1.82 GHZ = 14.6 Billion

Clock speed x 64 ROPS (Render output unit)
2.23 GHZ X 64 = 142.72 Billion
1.82 GHZ X 64 = 116.8 Billion

Clock speed x TMU's (Texture mapping unit)
2.23 GHZ X 144 = 321.12 Billion
1.82 GHZ X 208 = 379.6 Billion

Edited on by Warrior

Warrior

Warrior

PS5 GPU 2.23 GHZ Compute units 36 ROPS 64 Texture units 144 TFLOPS 10.28 shaders 2304
Xbx GPU 1.82 GHZ Compute units 52 ROPS 64 Texture units 208 TFLOPS 12.1 shaders 3328

Warrior

AlisonPentouseus

@Warrior I can't thank you enough for your informative comments but I still have some doubts. Can I ask you for more clarification?

1- Aren't those numbers affected by the amount of CUs?
Of course 4 x 2.23 GHZ equals 8.9 billion triangles for PS5 and 4 x 1.82 GHZ equals 7.3 billion triangles for XSX, but wouldn't the higher number of XSX's CUs affect that?

2- The number of PS5 shaders, ROPS, and texture units has not yet been disclosed by Sony. Or has it? In my humble opinion, Most of the above-mentioned numbers are just speculations made by TechPowerUp. Because they thought that PS5 has an AMD gpu named Oberon but it is probably a false claim.

AlisonPentouseus

Warrior

These numbers already account for the number of CU's,ROPS and TMU's are directly proportional to the number of shader units which is directly proportional to the number of compute units.If you know number of CU's,you know the numbers of shaders,ROPS and TMU's to a very high level of confidence.The number of ROPS can vary more but the numbers are still in a very confined space.

Sony has not released the number of ROPS and TMU's,they basically have two options,64 or 72 for the ROPS and 144 or 192 for the TMU's,anything below these numbers would limit the GPU,anything higher would increase the die size and cost.

The rtx 2080 Ti has 68 CU 4352 Shaders 88 ROPS 272 TMU 13.5 TFLOPS Cost $1200

Warrior

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