Sony Reveals PlayStation 5 Details

Posted on March 18, 2020 by Mehedi Hassan in Games, PlayStation with 13 Comments

Sony is finally revealing details of its next-generation Playstation console. The company today revealed details of the PlayStation 5, including the full specs of the game console.

The news comes just 2 days after Microsoft revealed the specs of its own next-generation console, the Xbox Series X. So what’s on the PlayStation 5? Here are the details.

Sony’s PlayStation 5 will be powered by a custom octa-core AMD Zen 2 CPU clocked at 3.5GHz (variable frequency). The device will have a total of 10.28 teraflops of GPU power, thanks to the custom AMD RDNA 2 GPU with 36 compute units clocked at 2.23GHz (variable frequency).

PS5 will also feature 16GB of GDDR6 RAM and a custom 825GB SSD storage. Here’s the full specs of the PlayStation 5, along with the PlayStation 4 specs for comparison, via Eurogamer:

PlayStation 5 PlayStation 4
CPU 8x Zen 2 Cores at 3.5GHz (variable frequency) 8x Jaguar Cores at 1.6GHz
GPU 10.28 TFLOPs, 36 CUs at 2.23GHz (variable frequency) 1.84 TFLOPs, 18 CUs at 800MHz
GPU Architecture Custom RDNA 2 Custom GCN
Memory/Interface 16GB GDDR6/256-bit 8GB GDDR5/256-bit
Memory Bandwidth 448GB/s 176GB/s
Internal Storage Custom 825GB SSD 500GB HDD
IO Throughput 5.5GB/s (Raw), Typical 8-9GB/s (Compressed) Approx 50-100MB/s (dependent on data location on HDD)
Expandable Storage NVMe SSD Slot Replaceable internal HDD
External Storage USB HDD Support USB HDD Support
Optical Drive 4K UHD Blu-ray Drive Blu-ray Drive

And for those wondering, Microsoft’s Xbox Series X features identical specs, with a custom octa-core Zen 2 CPU clocked at 3.8 GHz. The console will also have 12 teraflops of GPU power with 52 compute units clocked at 1.825GHz. It has the same amount of memory as the PlayStation 5 but offers 1TB of custom NVMe storage. Sony’s lead system architect Mark Cerny urged that the teraflops and compute unit count is not a direct indicator of the performance you can expect from the PlayStation 5.

Interestingly, Sony is promising much higher I/O throughput than Microsoft’s Xbox Series X, which Sony says will allow for no load screens. It’s also 100x faster than the PlayStation 4’s I/O throughput. For external storage, Sony will allow users to use certain M.2 SSD storage, as long as they offer the same/higher IO throughout as the PS5 SSD and fit the slots inside the console.

Sony has already previously announced that the new PlayStation 5 will support 8K gaming, as well as 4K gaming @ 120Hz.

The company said it wanted to provide great audio for all users with the PlayStation 5. That’s why the company focused on providing presence and locality when it comes to the sound within games, that’s why it is adding 3D audio with the PlayStation 5. Cerny detailed quite a lot about how the company is working to implement 3D game audio on the PS5.

Sony is yet to reveal the design of the PlayStation 5.

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Comments (13)

13 responses to “Sony Reveals PlayStation 5 Details”

  1. will

    I would say they are both very close to each other, which is good for everyone IMO

    • crownseven

      In reply to will:

      I assume you mean the PS5 and Series1 are close to each other. Based on the specs I'd say no they are not. Based on Sony's track record of what they announce vs what they deliver, they are quite far apart. The fact they are try to state that specs are not indicative of performance - thats a big red flag right there. No load times? Yeah lets all remember they said this and lets see what really happens.

  2. waethorn

    The big difference that you'll see between the PS5 and Xbox Series X will likely come from the PS5's adoption of the new RDNA 2 AMD architecture over the Series X's older GCN architecture GPU. I don't believe that Cerny compared the two architectures in his presentation. Supporting aftermarket NVMe drives is smart too.

  3. onyourmarko

    PS5 vs XBsX


    CPU

    8x Zen 2 Cores at 3.5GHz (variable frequency) vs 8x Cores @ 3.8 GHz (3.66 GHz w/ SMT) Custom Zen 2 CPU


    GPU

    10.28 TFLOPs, 36 CUs at 2.23GHz (variable frequency) vs 12 TFLOPS, 52 CUs @ 1.825 GHz


    GPU ARCHITECTURE

    Custom RDNA 2 vs Custom RDNA 2 GPU


    MEMORY/INTERFACE

    16GB GDDR6/256-bit vs 16 GB GDDR6 w/ 320mb bus


    MEMORY BANDWIDTH

    448GB/s vs 10GB @ 560 GB/s, 6GB @ 336 GB/s


    INTERNAL STORAGE

    Custom 825GB SSD vs 1 TB Custom NVME SSD


    IO THROUGHPUT

    5.5GB/s (Raw), Typical 8-9GB/s (Compressed) vs 2.4 GB/s (Raw), 4.8 GB/s (Compressed, with custom hardware decompression block)


    EXPANDABLE STORAGE

    NVMe SSD Slot vs 1 TB Expansion Card (matches internal storage exactly)


    EXTERNAL STORAGE

    USB HDD Support vs USB 3.2 External HDD Support


    OPTICAL DRIVE

    4K UHD Blu-ray Drive vs 4K UHD Blu-Ray Drive

  4. Stooks

    Basically fast enough to keep the 2.5 to 1 PS/Xbx ratio for the next generation.


    If that Sony CPU does not have SMT like the Xbox CPU then game developers will never use it and it will be wasted on the XSX, especially considering the current gen consoles have 8 cores with no SMT.


    I have a bad feeling about the future of Xbox consoles. With all Xbox games being ported to PC and the PS4 basically killing Xbox 8 days a week......why would anyone buy a Xbox console at this point? PlayStation users are not going to leave the platform and go with the PS5.

    • crownseven

      In reply to Stooks:

      Hahaha wow this is the most fan boy comment I've seen. So you're saying the XSX which beats the PS5 on all specs (the IO spec is bunk considering thats a variable max output, not sustained) is in trouble. The XSX which has backwards compatibility nailed, and no charge for bringing over a previously purchased One X version of the game to XSX . Yeah replace XSX with PS5 and your statement may have some validity.

      • Stooks

        In reply to CrownSeven:

        I own a gaming PC, Xbox One X and PS4. The PS4 is tied to a big screen TV and used for exclusives and VR by the kids.


        The Xbox One X is on my desk next to my gaming PC, it is tied into a 27inc 1440p 144hz monitor and I have it setup to use 120hz over the HDMI port on the monitor, PC on display port.


        The Xbox One X is the fastest console you can buy. It blows away the PS4 and PS4 Pro performance wise. It has support 1440p where the PS4 does not and 120hz. It has massively better backward compatibility. Compared to basically none for the PS4 unless you use their online service to play old PS2/3 games. I paid $499 for the launch Xbox One X but it can be had for way less now.


        All that said the PS4 has a 2.5 (or better) to 1 market domination over the Xbox. All these great features have done NOTHING to slow down the PS4 dominance in both consoles sold and games sold.


        Since buying my Xbox One X all of the games I cared about on the platform are now available on my PC and everyone of them run better on my PC, way better. Forza 4 at ultra runs at 90+ FPS on my PC. Sure it runs at 60fps on my Xbox One X but the details are not as sharp. If you mover over to game like Ghost Recon Wildands.....Xbox One X medium setting 30fps, PC Very High settings 85FPS.


        Console gaming used to be better when it came to cheating. Now, especially in FPS shooters, you are getting lots of people using keyboard/mouse emulators that you can pickup for $50. These users get mouse/keyboard plus the aim assist that console versions of the games have. They run free macro's on the devices that allow you auto reload with out pushing a button or just hold down the trigger on a pistol are bolt action rifle and it keeps firing until you need to reload....oh wait that is automatic as well.


        If you can afford a gaming PC there are no more reasons to buy an Xbox. All exclusives are on PC. Cheating is just as bad as on the PC.


        PS4 users that use/buy a PS5 are going to be blow away by the massive performance boost. If they get to play their PS4 games that is a + but clearly that was not enough to matter this generation because they did not move over to the Xbox for that reason.


        I bet Sony comes in at least $100 cheaper and that is going hurt Xbox once again like it did with the launch of the Xbox One.

        • Thretosix

          In reply to Stooks:

          The cheating element turns many people away from online play. Log in, die, repeat. I have no idea why multiplayer Co-op vs NPC isn't the go to for gaming. It's one of the biggest let downs for me over the last 20 years. Gaming is more designed around pitting you against the other player instead of playing with them these days. I find my self playing more and more single player games.

  5. My Hell baby speaking

    When thinking about the new generations' features probably having the most transforming impact on games in the future my impression is that its Playstation's ssd improvement. There might be slightly nicer graphical treats on XB but the fast I/O of the Playstation is going to change the way future games will be developed in regard to gameplay. Cerny nailed down this aspect quite vividly.

    This and because I already own a pretty capable PC for certain game genres and because I do not want to miss Playstation's amazing exclusive titles the PS5 is a no-brainer. At least for me.


    EDIT: Thanks for the single downvote. :)

    Just watched the digital foundry video about the PS5 tech - what I disregarded in Cerny's presentation a bit was the 3D audio part. What Sony does with the Playstation 5 is actually raytracing for sound (soundtracing as s.o. phrased it). This is most amazing if you then imagine that 100s of sound sources are projected on the audio system of PS5.

    • Thretosix

      In reply to My Hell baby speaking:

      Microsoft made their own version of audio ray tracing called Project Acoustics. From an article on another site.


      "Project Acoustics is a wave acoustics engine for 3D interactive experiences. It models wave effects like occlusion, obstruction, portaling and reverberation effects in complex scenes without requiring manual zone markup or CPU intensive ray tracing. It also includes game engine and audio middleware integration. Project Acoustics' philosophy is similar to static lighting: bake detailed physics offline to provide a physical baseline, and use a lightweight runtime with expressive design controls to meet your artistic goals for the acoustics of your virtual world. Ray-based acoustics methods can check for occlusion using a single source-to-listener ray cast, or drive reverb by estimating local scene volume with a few rays. But these techniques can be unreliable because a pebble occludes as much as a boulder. Rays don't account for the way sound bends around objects, a phenomenon known as diffraction. Project Acoustics' simulation captures these effects using a wave-based simulation. The acoustics are more predictable, accurate and seamless. Project Acoustics' key innovation is to couple real sound wave-based acoustic simulation with traditional sound design concepts. It translates simulation results into traditional audio DSP parameters for occlusion, portaling, and reverb. The designer uses controls over this translation process."


      I personally have no idea which one is better, but it looks like they at least both took it seriously.

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