It's reasonable to assume that Timothy Lottes is speaking in terms of a stable 3840 x 2160 image with zero fluctuation. It had not dawned on me before today that the target for native 4K on a mid generation PS4 might be higher than the benchmark for a mid generation Xbox console when taking into consideration the power of their respective base GPUs.
gamingbolt.com + gamesradar.com
Mark Cerny himself when asked if 6 teraflops would be enough for native 4K without compromise said it would require a GPU closer to 8 teraflops. Presumably he was thinking of PS4 to PS4 Pro when he offered that answer.
A clear illustration why Sony did not endeavour to chase after native 4K in 2016, preferring instead to make customizations to facilitate checkerboard rendering? CBR when implemented in the proper way looks amazing. Even Digital Foundry are continually impressed with Sony's internal efforts in that regard.
Edit: Since some posters insist on playing 'Gotcha' with the thread title, a simple clarification. For the same reason the 1X needed to be four times more powerful than the base XB1, a theoretical native 4K PS4 Pro would also need to be four times more powerful. There are many games on PS4 that do not push the system to their limits and developers are free to make compromises if they so wish. But for a Triple-A studio who come close to maximizing the power of the console, in order for these games to run at native 4K with the same lavish detail and IQ, a hypothetical PS4 Pro would require a 7.4 TFLOP GPU. Pointing to Gears of War or Forza 7 and claiming the 1X can reach native 4K with less is missing the point entirely, particularly since the 1X received more than just a GPU bump.
While speaking with gaming magazine Edge (July 2018, Issue 320), AMD's Timothy Lottes mentioned that to achieve 4K resolutions for a game that looks like a regular PS4 title, at a frame rate of 30 FPS, a game needs about 7.4 teraflops per second.
There are plenty of other factors and variables to take into account as well, of course, since, for instance, how demanding and taxing the game's other components are on the system's GPU can also have an impact on whether or not enough juice is left to be able to squeeze out native 4K resolutions.
gamingbolt.com + gamesradar.com
Mark Cerny himself when asked if 6 teraflops would be enough for native 4K without compromise said it would require a GPU closer to 8 teraflops. Presumably he was thinking of PS4 to PS4 Pro when he offered that answer.
A clear illustration why Sony did not endeavour to chase after native 4K in 2016, preferring instead to make customizations to facilitate checkerboard rendering? CBR when implemented in the proper way looks amazing. Even Digital Foundry are continually impressed with Sony's internal efforts in that regard.
Edit: Since some posters insist on playing 'Gotcha' with the thread title, a simple clarification. For the same reason the 1X needed to be four times more powerful than the base XB1, a theoretical native 4K PS4 Pro would also need to be four times more powerful. There are many games on PS4 that do not push the system to their limits and developers are free to make compromises if they so wish. But for a Triple-A studio who come close to maximizing the power of the console, in order for these games to run at native 4K with the same lavish detail and IQ, a hypothetical PS4 Pro would require a 7.4 TFLOP GPU. Pointing to Gears of War or Forza 7 and claiming the 1X can reach native 4K with less is missing the point entirely, particularly since the 1X received more than just a GPU bump.
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