What the PS5 Pro Means for Games Like GTA 6

The long rumored PS5 Pro has been (somewhat) confirmed after specifications and internal documents leaked online. Codenamed ‘Trinity’ in a nod to the PS4 Pro’s original codename, ‘Neo’, the PS5 Pro offers an expected sizable spec increase over the almost four years old base model PS5 . While many may focus on how many teraflops the PS5 Pro will cram in, we will cover the leaked specifications and explain how this will impact games running on the machine, along with explaining the new “PlayStation Spectral Super Resolution” secret sauce.

CPU

Undoubtedly the smallest change over the base model is that the PS5 Pro apparently uses the same Zen 2-based, 8-core 16 thread AMD CPU as the current PS5. According to the leaked documents, the PS5 Pro will offer a small boost via a ‘High CPU Frequency Mode,’ providing an approximate 10% increase above the base 3.5Ghz speed of the original. This new 3.85Ghz is achieved at the small cost of 1% off the top of the new GPU clock speed. Despite that cost, in reality, games will still perform identically to the base machine when CPU limited. In short, this upgrade feels more like a marketing statement to allow Sony to brag about having the fastest console CPU clock speed than anything else. Nothing to see here.

GPU

The graphics processing unit is where the real magic happens. Similar to the PS4 Pro, Sony has spent the lion’s share of the budget on increasing the graphical quality, resolution, and performance of the PS5 Pro.

The specific architecture changes are not listed, but we have some data from the leaks that we can extrapolate. Based on the notes, the PS5 Pro is likely to have 60 compute units (CU) over the PS5’s current 36 CUs. This is, on paper at least, a smaller leap than the doubling of CUs the PS4 Pro had over the base PS4.

What we end up with in theory is a 67% increase in graphical performance compared to the “standard” PS5. But wait, we have more! The GPU itself is almost certainly based on the latest RDNA3 Architecture of the current AMD Radeon 7000 cards and this offers up some architectural improvements over the old RDNA2-based PS5 GPU. The proposed teraflop number on the documentation adds some weight to this as it states the PS5 Pro has 33.5Tf as opposed to the 10.28Tf of the standard model. This is almost certainly due to the dual FP32 (Floating Point) operations the latest GPU can process rather than a single issue on the older console. Using these numbers we can surmise a clock frequency of approximately 2335Mhz of 56CUs are active and 2180Mhz of the full 60CUs are in operation. In reality though it is going to be rare and isolated occurrences where double the compute can be pushed through the GPU. However, the biggest issue with the PS4 Pro was that the pure compute increase never matched the bandwidth.

Memory

On the memory side, Sony has boosted the PS5’s old 14Gbps 16GB RAM to the latest 18Gbs for the PS5 Pro, which is likely just a benefit of buying the latest nodes available. The hike brings system bandwidth up by 28%, from 448GB/s to 576GB/s, putting it above the Xbox Series X and many current PC GPUs.

Although not confirmed, sources have indicated to IGN that approximately 1GB of game RAM has been added to the total allocation, opening up 13.5GBs available for games. This will be vital for the biggest boosts and secret sauce the PS5 Pro offers with its ray tracing enhancements, as well as Sony’s own competitor to FSR3 and DLSS: PlayStation Spectral Super Resolution (PSSR), which is hardware accelerated with dedicated machine learning hardware (ML).

The ‘Secret Sauce’

In summary, then, we have a PS5 that offers nearly the same CPU performance across eight cores and 16 threads as its non-Pro predecessor, paired with faster memory to feed a 67% faster GPU. Sony’s own numbers state an approximate 45% increase in raw rasterization performance (rendering 3D objects into pixels on screen) with the PS5 Pro.

In layman’s terms, a current 1080p title on PS5 would move to 3840 x 2160, or a game that is GPU limited to 42 fps would now be able to hit 60 fps. But the biggest boost comes in that PSSR and dedicated ML hardware, which will be able to increase image quality resolutions without requiring double or more pure hardware muscle. Much like the Tensor cores on Nvidia’s GPUs, this dedicated GPU silicon will take a lower target resolution output – say, 1080p – and upscale that via machine learning reconstruction to a 4K output, all for only the cost of a few milliseconds in rendering time.

Not only does this machine learning system provide a vast increase to all games’ image quality, unlocking 4K (and possibly even better) resolution, but it also solves the issue for higher bandwidth and GPU performance, as this data is inferred rather than rendered. All this means that the PS5 Pro will provide a better-than-4K quality output to your screen at a far lower performance and bandwidth penalty.

The other piece of the graphical pie is, of course, ray tracing. Based on Sony’s own patent and developer documents, the PS5 Pro’s new GPU also offers a base 2x increase to ray tracing performance via improved hardware. In specific circumstances, it can even reach up to a 4x increase.

What about the games?

So enough specs, what does this mean for the games? In reality much of this will come down to how developers use the hardware and new features the PS5 Pro offers. I suspect we will see three main improvements for current games on the PS5 Pro and two more for new titles, with the first being the most exciting.

Dynamic Resolution and Unlocked Frame rates

Dynamic resolution and unlocked frame rates would come for free, tapping into the increased performance and latest SDK that will likely ship with a PS5 firmware update just before the PS5 Pro launches. These benefits could take current games that run at an uneven frame rate and use dynamic resolution scaling (DRS) to instantly run faster and smoother on Sony’s new console.

Games such as Alan Wake 2, which struggle to hit 30 fps and 60 fps in quality and performance modes respectively, could now lock to 30 and 60fps without a developer laying hands on the code. Spider-Man 2’s unlocked VRR mode, which generates frame rates that hover around the 70s, could now leap up into 100s. These are immediate boosts players can expect to see applied to their back catalog.

Developer Update Patch

Via development update patches, studios could easily go back to older games (even PS4 titles) and add an update to the engine code to increase visual quality via the SDK aligned PSSR libraries, or even just by using the increased hardware performance. If they use both, this could mean that an older game that was GPU bound on the PS5 could leap up to 4K/60fps… or maybe even higher, if the headroom was available. Games such as Red Dead Redemption 2 could easily be patched with a 4K/60 fps update that could lean into the PSSR solution to improve image quality, while also leaving enough head room on the table to boost visual quality and match the highest levels available on the PC version.

By leveraging the ray tracing increases in conjunction with PSSR reconstruction, a game could have a PS5 Pro version that could target 1440p/60 with an increased level of ray tracing effects. Cyberpunk 2077, for example, seems a perfect fit for a potential update here that could finally bring the console version close to the high-end PC version.

PSVR2 could also be the beneficiary of these increases, with the PSSR and increased ray tracing capabilities offering up the chance to bring performance better than the current PS5 quality into the VR headset. Gran Turismo 7 could gain the ray tracing effects used in replays during races, but now in VR. The development team could also choose to boost image quality and performance to 120fps and over 4K to improve the immersion of one of the best games on the platform.

New Games

The best thing about new hardware is new games, and with the PS5 Pro I can see a big increase in games pushing harder on frame rates and/or ray tracing as the potential market for them becomes bigger. And here may be a reason why we have not seen new first party titles so far this year, as the PS5 Pro will likely be a tent pole machine to show them off looking their best.

We may also see new titles that ship on both PC and consoles come with a ‘PS5 Pro mode’ that offers either a PSSR reconstructed 4K image and ray tracing effects that aren’t possible on the base PS5, or visuals and performance increased overall to be closer to the PC version. Forthcoming games Black Myth: Wukong and Star Wars: Outlaws have been recently announced to support RTX increases on PC. Some or all of these could now ship on the PS5 Pro and offer a closer alignment to the high end PC version, opening the door for more developers to push harder on ray tracing in games. We could even see older releases such as Doom, Quake, or even Tomb Raider come with a path traced version on PS5 Pro, creating a slew of cheaper remasters that offer a vast increase in quality and true next-generation enhancements for a far lower investment.

But unfortunately due to that CPU, Rockstar’s next visit to Vice City is likely to be capped at 30fps.

The Mid-Cycle Refresh Is Coming

The PS5 Pro may still not make much sense from a pure market place – this is no surefire hit. But the information leaked shows that, with the hardware and software solutions Sony has developed, the increases across current and future games could be transformative.

Cost will likely be around the $499 mark, which may be with or without the detachable optical disc drive we saw last year in the PS5 Slim. The design is likely to mirror that aesthetic, just with a bulkier figure. Based on the specs, it could even be on the same 6nm node as power use is vital, although a smaller 4nm is possible. Whatever the final design and price, the PS5 Pro could breathe new excitement into the console gaming market, as well as the potential for game visuals.

But what about GTA 6? I hear you scream. You will probably expect a beautifully ray traced world in 4K that looks even better than the reveal trailer. But unfortunately due to that CPU, Rockstar’s next visit to Vice City is likely to be capped at 30fps. As before on the PS4 Pro, developers could still ship a single SKU on PS5 base and Pro models and just let the boosted hardware smooth out any performance wrinkles and sharpen the pixels over the base model. This is almost certainly going to happen, but I suspect between now and when the PS5 Pro is inevitably announced at an event later this year, Sony will be working hard to ensure the developers that take this route are in the minority.

Michael Thompson is a freelance writer for IGN.

Super Mario Run Celebrates Princess Peach: Showtime! With New Crossover Event

New special missions now available.

Following an update to the mobile runner Super Mario Run last week (bumping the game up to Version 3.2.0), Nintendo has now officially announced a new Princess Peach: Showtime! event for the title.

Yes, following a collaboration with Super Mario Bros. Wonder last year, this new event will run until 7th May 2024. It contains a bunch of missions themed around Peach’s transformations in the new Switch outing. Here’s the rundown (via Perfectly-Nintendo):

Read the full article on nintendolife.com

Hasbro Calls Larian an ‘Incredible Partner’ After Studio Confirms it Won’t be Making Baldur’s Gate 4

Larian Studios is officially finished with Baldur’s Gate. Director Swen Vincke revealed the news at GDC, confirming that the studio has scrapped its DLC plans and won’t be making Baldur’s Gate 4. In a statement sent to IGN, a Hasbro spokesperson responded by calling Larian “an incredible partner,” but offered little insight into what’s coming next.

“Larian has been an incredible partner, and together we are proud of the success of Baldur’s Gate 3. Watch this space for more on some awesome D&D games we are bringing to life through Hasbro’s studios and our network of licensing partners. We have an unbeatable library of toy and game brands and many fantastic partners around the world,” Hasbro’s spokesperson said.

Hasbro didn’t respond to IGN’s question about the future of Baldur’s Gate now that Larian is moving on, nor did it say whether Wizards of the Coast plans to hand the license to a new developer. Baldur’s Gate 3 has made some $90 million for Hasbro, an impressive sum even as the company has struggled overall, experiencing a revenue decline of 15 percent and operating at a loss of $1.5 billion in 2023.

Larian has been an incredible partner, and together we are proud of the success of Baldur’s Gate 3

Last year, Wizards of the Coast confirmed that it had canceled five Dungeons & Dragons games in development with various studios, including an internal project codenamed “Jabberwocky.” Starbreeze is currently working on an untitled D&D game codenamed Project Baxter using Unreal Engine 5, which is expected to be out in 2026. Elsewhere, Wizards of the Coast recently revealed its plans for Dungeons & Dragons’ 50th anniversary.

For now, work continues apace on Baldur’s Gate 3, which is adding additional evil endings among other content. Stay tuned for our full interview with director Swen Vincke on Monday.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Guide: Best Ghostbusters Games, Ranked – Switch And Nintendo Systems

Every Ghostbuster game, ranked by you.

Heading out to see Ghostbusters: Frozen Empire this weekend? Looking for something to get you in the mood, or to keep the ‘bustin’ going when you get home? Well, here’s our list of every Ghostbusters game on Nintendo platforms to help thaw you out…


There have been plenty of Ghostbusters games across all platforms in the years since Egon, Ray, Winston, and Peter first busted onto screens in 1984, and they run the gamut from classic licensed cash-in to carefully constructed homage.

Read the full article on nintendolife.com

Baldur’s Gate 3 Dev Larian Working on Additional Evil Endings, and ‘They’re Really Evil’

Larian Studios may not be working on full-fledged Baldur’s Gate 3 DLC, but there are at least more evil endings on the way – and founder Swen Vincke says “they’re really evil.”

In an interview with IGN, Vincke teased additional campaign endings, saying that while players are “not going to see massive content changes,” the team is dedicated to delivering on the fan feedback they’ve received since launch. That includes some love for Baldur’s Gate 3’s more villainous players.

“So they’re working on the evil endings right now,” he said. “I’ve seen some of them. They’re really evil. So the evil players will be satisfied with that.”

Baldur’s Gate 3 lets players be the kind of Dungeons & Dragons character they’ve always dreamed of – even if it means being a bad person. Evil acts range from comedically kicking squirrels and being mean to NPCs to creatively killing – and even torturing – some of the characters you can find throughout the story. Larian even included a Dark Urge background for those who enjoy adding a bit of spontaneous evil spice to some encounters. Evil endings in particular, however, are something fans have wanted to be fleshed out since launch. Now that we know they’re on the way, evildoers can finally look forward to more satisfying narrative conclusions.

Support for evil endings should appease some of Baldur’s Gate 3’s more nefarious players, though Vincke says updates will be less substantial after previously promised features launch. He says Larian will eventually “scale down,” adding, “It’s just going to be support on bugs, because we want the team to be working on new things.”

Baldur’s Gate 3 has continued to sweep award shows since its full launch arrived last year, but the victory laps can only continue for so long before Larian finally closes its D&D chapter. To help make the transition a bit easier to swallow for fans, the studio has another promising update on the horizon: cross-platform curated mods.

So they’re working on the evil endings right now. I’ve seen some of them. They’re really evil

“So we are working with Wizards, Sony, Microsoft… a lot of partners to align,” Vincke tells us, “but we’re trying to get cross-platform curated mods in there so that people on console can enjoy the mods that are being made for the PC also. So that’ll be a big thing, I think, because there’s a lot of mods already, and then we won’t be able to support everything, but we should be able support quite a few.”

Even as the Larian team transitions toward a new future, Vincke is confident in the bold new direction. In an X/Twitter thread, the founder sympathized with those who are upset to hear that the developer won’t be creating any major expansions or Baldur’s Gate 4. However, he says the studio’s accomplishments have paved the way for a promising future. It’s unclear when updates for Baldur’s Gate 3 will come to an end or the order players can expect to receive changes, but fans at least have evil endings and more mod support to look forward to.

“The team has grown a lot during Bg3 and I think you can be very excited for what that growth means for our next game,” he said.

Whether your character is good or evil, Larian’s RPG masterpiece is already filled with storylines to discover. It’s so packed with content, in fact, that it features more than triple the word count of The Lord of the Rings books. For more on Baldur’s Gate 3, be sure to check out an early version of Astarion that traded in High Elf ears for a Tiefling’s horns. If you’re still hungry for more, you should check out our 10/10 review.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Feature: 33 Games We’re Surprised Still Aren’t On Switch

MORE!

In the last seven years, the bounty of software that has come to Switch is really remarkable. You might argue that, in fact, there’s too much great stuff being released — too much to be able to play everything you’d like, at least.

Let’s get things straight — we ain’t complaining! But given the games that have come to Switch, you look at the ones that are MIA and it makes you wonder why.

Read the full article on nintendolife.com

Xbox Insider Release Notes – Alpha (2404.240320-2200)

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha ring today.

It’s important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you’re aware when updates are coming to your device.

Details can be found below!

Xbox Insider Release Notes

System Update Details

  • OS Version: XB_FLT_2404ZN25398.4049.240320-2200
  • Available: 2 p.m. PT – March 22, 2024
  • Mandatory: 3 a.m. PT – March 23, 2024

Fixes Included

Thanks to all the great feedback Xbox Insiders provide and the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented with this build:

Game Card

  • Fixed an issue where the tooltip would not update as expected when choosing Add to or Remove from Play later.

System

Known Issues

While known issues may have been listed in previous Xbox Insider Release Notes, they are not being ignored! However, it may take Xbox engineers more time to find a solution. If you experience any of these issues, we ask that you please follow any guidance provided and file feedback with Report a Problem.

Audio

  • Some users have reported experiencing intermittent audio issues across the dashboard, games, and apps.
    • Troubleshooting: If you do experience issues, please confirm your TV and all other equipment have the latest firmware installed. If you are unsure, you may need to contact the manufacturer for assistance. You can also find additional troubleshooting tips here: Troubleshoot audio on your Xbox console.
    • Feedback: If you continue to experience issues after applying the latest firmware and troubleshooting further, please submit feedback via Report a Problem when you are experiencing the issue. Use the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”.
      • Note: Be sure to include as much information as possible about the issue, when it started, your setup, troubleshooting you have completed, and any additional information that will help us reproduce the issue.

Networking

  • We are investigating reports of an issue where the console may not connect to the network immediately on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.
    • Workaround: Wait a minute or two for the connection to establish. If your console still hasn’t connected, restart your Xbox from the Power Center or the guide then file feedback with Report a Problem. Learn more about restarting here: How to restart or power cycle your Xbox console.

As always, be sure to use Report a problem to keep us informed of any issues you encounter. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

If you’re an Xbox Insider looking for support, please visit the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through the most recent posts to see if your issue has already been posted or addressed. We always recommend adding to existing threads with the same issue before posting a new one. This helps us support you the best we can! Also, don’t forget to use “Report a Problem” before posting – the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today and welcome to the community if you’re just joining us! We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!

The post Xbox Insider Release Notes – Alpha (2404.240320-2200) appeared first on Xbox Wire.

Official PlayStation Podcast Episode 480: Milieu Of Meteor Showers


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey y’all! After a few weeks of hiatus, the gang returns and introduces team member James to discuss his early playing experience with Rise of the Ronin. Plus the team talks Helldivers 2 and Final Fantasy VII Rebirth.

Stuff We Talked About

  • Hi-Fi Rush – PS5
  • MLB The Show 24 – PS5, PS4
  • Alone in the Dark – PS5
  • Horizon Forbidden West – PC
  • The Legend of Legacy HD Remastered – PS5, PS4
  • Dragon’s Dogma 2 – PS5
  • Rise of the Ronin – PS5
  • Helldivers 2 – PS5
  • Final Fantasy VII Rebirth – PS5

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Brett Elston – Manager, Content Communications, SIE

James Stavrinides – Project Manager, Content Communications, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]