The Polaris Connection

Meanwhile perhaps the most surprising aspect of Sony’s announcement isn’t the specifications reveal, but rather that Mark Cerny directly referenced AMD’s Polaris architecture, stating that Sony/AMD "adopted many new features from the AMD Polaris architecture." This is a statement that has a lot of ramifications, but also a statement where nuance is critical because it’s so vague.

To examine the Polaris connection, let’s take a step back in how AMD develops their GPU families. While we like to think of architectures as a monolithic thing- that every aspect of an architecture is built specifically for that given architecture – the truth is quite different. Internally, AMD’s GPUs are developed in block fashion; each major functional unit can be developed separately, and AMD can mix and match the two. Typically, but not always, a major discrete GPU generation contains the latest versions of all of these blocks. Meanwhile semi-custom wins can get a lot murkier since the business is based around AMD being able to integrate just the parts that a customer needs.

Polaris is a great example of this. Compared to Fiji (GCN 1.2), AMD revised the command processor, the display controller, the multimedia engines and the geometry processor. Meanwhile the all-important shader cores were technically revised, but in practice other than increased internal memory, they are ISA-identical to GCN 1.2. Finally, AMD did not touch the render backends, the rasterizer, or the work scheduler at all.

This means that Sony can equally pick and choose which parts of the GPU they want to update, which is important given the forward compatibility mandate of the PS4 Pro. Adopting features from Polaris does not mean that this is a full Polaris GPU.

Given the updated specifications of the console, I think it’s safe to assume that AMD has integrated their newer generation display engine and multimedia engine. The former is necessary to add support for HDMI 2.0 – critical for the console’s 4K display capabilities – while the latter is equally necessary to support 4K video decoding, including the most recent HEVC format that 4K services have been preferring.

Beyond that, however, there’s nothing that definitively points to the PS4 Pro’s SoC integrating other, newer components from Polaris. An updated memory controller would make a lot of sense if the memory clockspeeds are higher, but whether the shader cores or geometry engine have been touched are both very good questions. The PS4 has previously been described as using a GCN 1.1-era shader core, so it’s not impossible that it simply uses a larger version of such core (as opposed to Polaris’s GCN 4) to ensure compatibility. Essentially Sony & AMD’s options run the gamut from a truly updated PS4 SoC to a Polaris 10 stuffed into an SoC, and depending on Sony’s technical needs, both options would be valid.

Power Consumption, HDR, & Closing Thoughts

Finally, also on Sony’s official spec sheet is the maximum (“up to”) power consumption of the console. These values aren’t comparable to the TDPs we’re accustomed to with discrete video cards, but they’re useful for intra-PlayStation comparisons.

In this case, Sony has published that the PS4 Pro has an up to power consumption of 310W. We don’t have a similar official number for the original PS4, however its PSU is widely reported as being rated for up to 250W. Meanwhile we do have a similar number for the new slim PS4, which is 165W. So right off the bat we can see that the PS4 Pro’s maximum power consumption is significantly higher than its slim sibling, and still higher than its original 28nm generation counterpart.

Even with the move to 16nm, it’s not possible to improve an SoC in this fashion without increasing the power consumption. The GPU alone offers better than 2x the throughput of the 28nm console, and the Jaguar cores are clocked higher as well. Though it doesn’t look like we’re approaching the extreme power consumption of the likes of the original PlayStation 3, it’s clear that power consumption has gone up for the PS4 Pro, and that relative to the comparable slim PS4, there’s a significant power cost for the console’s much improved capabilities. Which is by no means unexpected, but it’s interesting to see Sony willing to build a bit bigger, bit more power hungry console than what they did with the original PS4.

Meanwhile, it’s worth pointing out that Sony has opted to equip the console with the same 6x BD-ROM drive as used in the other models, meaning that the PS4 Pro cannot play Ultra-HD Blu-Ray discs. Given Sony’s stake in the development of the Blu-Ray standards, this is a bit surprising. From a technical perspective I have no doubts that the SoC is capable of all of the necessary video decode and DRM responsibilities, as the requirements for streaming 4K services are similar, if not higher. So perhaps this is about licensing fees, or drive costs, or just that Sony is betting on the future of streaming over the future of optical disks.

Speaking of video, though I haven’t covered it in depth, HDR is a major focus for Sony as well. PS4 Pro obviously gets it, and thanks to the presence of HDMI 2.0, it gets the best support for it. Going by previous statements from AMD on GPU architectures, PS4 Pro should be fully capable of HDR for gaming, photos, and movies.

And in a surprise announcement, Sony also announced that they are backporting HDR support to the new slim PS4 and the original PS4. Looking again at our chart, we see how this can work: AMD’s older display controller (represented here by the Radeon 300 series) can support HDR, even over HDMI 1.4b. However there’s a bit more uncertainty in just what the older consoles can do with HDR.  In the dGPU space, the lack of HDCP 2.2 support has been cited by AMD as one of the reasons their older GPUs can’t support HDR movies. However other Sony statements have indicated that there will be HDR support for YouTube and Netflix on the older model PS4s. So just what are technical limitations and what are contract limitations is not clear. Presumably we’ll have a better answer next week whether the original PS4 has all of the Pro’s HDR capabilities (sans 4K) or if there are further limitations that just haven’t been made clear yet.

Wrapping things up then, alongside announcing the PS4 Pro console, Sony also announced a ship date and a price. A 1TB version of console will be hitting the streets on November 10th for $399, and preorders have already started. This is the same price that the original 500GB PS4 launched at nearly 3 years ago, and $100 more than the new $299 500GB slim PS4. The slim PS4 has of course already been fully disassembled, and it goes without saying that I’m looking forward to seeing what lies beneath the new PS4 Pro once it gets its own teardown treatment.

PlayStation 4 Pro: AMD’s Next Semi-Custom SoC Win


View All Comments

  • nikon133 - Sunday, September 11, 2016 - link

    I'm pretty sure Kazuo Hirai mentioned on PS4 release that there might never be a PS5. I remembered that because it sounded very... gloomy. Reflecting on that now, it is very possible that Sony plans to release upgraded versions for unforeseen time, staying within same number. PS4 Ultra. PS4 Trinity. PS4 TurboFX. Or just "new PlayStation" in the future.

    Additionally... this is the first dual-config setup they have and they are introducing it carefully. Trying not to alienate many gamers. Thus promise that there will be no extra from games on PS4 Pro beside better visuals. When next upgrade is released, they might loosen or drop this requirement. Yes, devs can make game run differently on next PS4. Have more players in multiplayer. Have bigger maps. Extra content.

    Sticking with x86 platform, they can easily keep backward compatibility... but they can even completely drop forward compatibility, or let it to devs to decide. Next PS4 can be made to run all the old PS4 games, but older PS4 versions might not necessarily be able to run all new games.

    Achilles heel of consoles' generational changes in the past was usually introduction of new platform, where there are not many games at start, and not many gamers to motivate devs into fully focusing on developing them. They usually have sort of slow start, before they ramp up. With backward compatibility, this problem is pretty much gone. Enough games to play before new exclusive content starts coming up.
  • gopher1369 - Monday, September 12, 2016 - link

    I'm holding out for the Super Ultra Mega Playstation 4 Turbo 64 Championship Edition. Reply
  • Wolfpup - Thursday, September 8, 2016 - link

    Wow, I didn't know Hyrule Warriors (or any games) were actually being optimized for New 3DS!

    This is sort of similar to the Gameboy > Gameboy Color situation too (and there were actually games that ran VERY poorly on the original Gameboy).

    Will be interesting to see how this plays out...
  • cmdrdredd - Thursday, September 8, 2016 - link

    This is already fleshed out. New games that are patched or designed for the pro run above 1080p and are scaled to 4k with many of them being HDR. For people with 1080p[ Tvs and the pro the framerate will be higher, more stable, or both. All games must have 100% compatibility with the original PS4 and it will also support HDR. Reply
  • Colin1497 - Friday, September 9, 2016 - link

    I've been speculating this same thing for both PS and XB since the rumors started last year. If well executed this could work just fine. Time will tell. Reply
  • rarson - Friday, September 9, 2016 - link

    I think PS5 will replace the entire PS4 platform, just like it would have in a traditional console cycle, with an upgraded PS5 coming a few years later to extend the entire PS5 platform like the Pro does for the PS4. Reply
  • goatfajitas - Thursday, September 8, 2016 - link

    "As a PS4 owner since its launch I feel betrayed with this PS4 Pro release. Its been released way too early!"

    I am really not getting that at all. I am a PS4 owner and am glad the PS4 pro is coming. We get better graphics if we want. If not, the old one still works with all the latest games. it has 4.2 tflops of GPU goodness. that puts it between the Geforce 970 and 980. That is pretty damn impressive for a console.
  • SwaggerLIlyJohnson - Thursday, September 8, 2016 - link

    4.2 tflops is also right behind a 7970 ghz edition tflops can be misleading. Reply
  • goatfajitas - Thursday, September 8, 2016 - link

    It's a simple static rating that can be expressed in a single sentence rather than 10 pages of benchmark graphs... So, yeah, it's not everything... Its not good comparing against different generations of cards years apart, but comparing like to like, the PS4 has 1.8 tflops, where the PS4 Pro has 4.2 Reply
  • tipoo - Friday, September 9, 2016 - link

    Polaris is also up to 40% more efficient per core per clock than GCN 1, PS4 seems to use a hybrid of 1.1 and 1.2 with the 8 ACEs. Reply

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