
As more whispers surface about the potential capabilities of next-generation gaming consoles, an insightful remark from AMD insider KeplerL2 offers a point of comparison between these console’s performance and contemporary PC hardware. On the NeoGAF forums, KeplerL2 suggests that the hardware driving the PS6 may be akin to AMD’s Radeon RX 9070 XT graphics card from their current generation.
In his write-up, KeplerL2 discusses several capabilities of the PS6’s GPU chips. These include the Dense Geometry Format that enables the console to execute Unreal Engine 5’s Nanite-like graphical methods directly on the hardware level, a Streaming Wave Coalescer for efficient out-of-order program execution, Workgroup Self-Launch which minimizes delays due to GPU and CPU hindering each other, and enhanced raytracing cores.
In summary, KeplerL2 mentioned that the chip powering the upcoming Xbox console, known as Magnus, is similar in performance to the GeForce RTX 5080 from Nvidia. However, he pointed out that the Magnus GPU may lack certain capabilities that the PS6 GPU possesses, which are linked to the potential of AMD’s RDNA 5 GPU architecture compared to Nvidia’s current-generation Blackwell architecture.
An update from last week offered some clues about the anticipated hardware specifications for the upcoming PlayStation consoles, including the rumored portable version. In essence, both systems seem to utilize hardware that, for the next-gen PlayStation (PS6), represents a significant upgrade over the PS5 and PS5 Pro in terms of power while consuming less energy, suggesting an improvement in efficiency. Conversely, the portable PlayStation is speculated to match the power of a base PS5, although it will require significantly less energy, with Sony aiming for it to run games on just 15 watts.
An earlier report suggested that while Microsoft has been enhancing its D3D12 – DirectX 12 – graphics APIs, a key feature, the D3D12 Work Graphs, will not be compatible with either the PS6 or the initial release of the next-gen Xbox. This feature, designed to optimize GPU rendering efficiency through a superior scheduler and technologies like Unreal Engine 5’s Nanite, is anticipated to be incorporated into next-gen consoles at a later stage during their lifecycle.
During the launch of the new gaming consoles, it’s anticipated that we’ll be in a transitional phase for both PlayStation and Xbox. This means that Sony and Microsoft will probably concentrate on creating games compatible with both the existing and upcoming console generations. Additionally, it seems that game development graphics programming is currently not utilizing advanced tools such as Work Graph, and it’s expected that widespread adoption of this technology will take a considerable amount of time.
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2025-08-06 14:13