From Reddit
Notes:
crib note from neogaf:
* Github was early silicon testing and not reflective of final PS5 hardware and several features of the GPU were disabled including VRS for this testing
* Github results were very old even at the time of the leak
* PS5 did NOT have RDNA 2 features like Ray-tracing bolted on, this would have been almost impossible from a technical and hardware engineering perspective
* PS5 has custom features which will influence AMD's future Roadmap just as the PS4 did
* PS5 features a highly customised RDNA 2 GPU however has certain features removed because Sony did not find them useful for their console
* The variable frequency approach was not a last minute decision, this is stupid. This feature has a major influence on silicon functionality and system functions.
* PS5 has a more advanced geometry handler than what is featured on RDNA 2 and is found on the PS5 GE block and will be very important for VR as well
* This customisation and revisions Cerny has made to the Geometry Engine will be featured on RDNA 3 and the larger GPU caches that PS5 features will also feature on RDNA 3
* PS5 handles mesh shaders differently to the Series X but is pretty much the same
* PS5's VRS (Variable Rate Shading) capability will benefit heavily from the PS5's Geometry Engine and will work very efficiently
* Microsoft has done customisations on Series X APU but no where near as extensive as the customisations Sony have made on the PS5 APU
* Both consoles will benefit heavily from the IPC gains from RDNA 1 to RDNA 2
* PS5 teardown which highlights cooling will be shown sometime in August (Maybe)
* PS5 ray-tracing is done through the RDNA 2 method however Sony has made customisations which allow the the ray-tracing to run at different frequencies (take this with a grain of salt)
* PS5's SSD can be updated through micro code and this will allow higher levels of compression if newer compression algorithms are available
* Tempest Engine will be able to adjust it's power budget to divert power to the CPU/GPU and is able to handle tasks other than audio and does a good job of handling certain CPU tasks
* PS5 has customisations made on the CPU such as unified CCX clusters which will feature on Zen 3 however the PS5 CPU is sill a custom Zen 2, this will allow for lower latency when accessing cache
* Unreal Engine 5 has tech which has not yet been shown off, Lumen is a software based ray-tracing approach however it can be hardware accelerated with PS5's RT cores and maybe the same for Series X
* PS5 spec bump is not likely and RAM bandwidth is not a big issue because PS5 has a very good data compression system as well as cache
* More revised dev kits of PS5 will be sent out soon but will feature optimisations and major. code, nothing major.