PlayStation 5 PS5

PS5 CPU Leak Reveals A Huge Leap In Power Vs PS4 Pro

ps5 cpu

The details of the PS5 CPU have been leaked. Discovered by PCGamesN, the product code for the AMD chip has surfaced online, and through this set of characters there’s a fair chunk of information that can be extracted.

The PS5 CPU product number is 2G16002CE8JA2_32/10/10_13E9. This has been deciphered and posted on Twitter by @Komachi_Ensaka. It also ties in with the previous leaks of the PlayStation 5 specifications from earlier this year.

Here’s the breakdown:

  • 2 = ES1
  • 1600 = Sony Custom SoC (PS5?)
  • 2C = TDP
  • E = Package
  • 8 = 8C
  • J = Cache Size
  • A2 = A2 Stepping (?)
  • 32 = 3.2Ghz (Boost)
  • 10 = 1.0Ghz (Base)
  • 10 = iGPU Clock? (1Ghz?)
  • 13E9 = PCI-ID : Navi 10LITE (GFX1000/1001).

“If the PlayStation 5 is using an SM-enabled Zen+ core at its heart you could be looking at a games console in 2020 which has 16 threads of processing power inside it,” writes PCGamesN. “And with the touted 3.2GHz boost clock it’s going to be running mighty quickly too. The Jaguar cores in the PS4 Pro are currently running at just 2.13GHz, which is more than 1GHz slower than the potential top-speed of the PS5.”

This is far more prominent than the leap we had from PS4 to PS4 Pro. This is a huge leap in power and far more powerful than the Jaguar chipsets that the PS4/Pro and Xbox 1/X all share.

However, the CPU is just one part of the overall puzzle that is the architecture of the PS5. The GPU is another key part of the PS5’s hardware makeup that we don’t know too much about, however, PCGamesN also believe that the PS5 GPU will offer an in-step improvement with the CPU too.

“There isn’t the same level of detail about the Navi 10Lite GPU the Zen+ chip is going to be paired with, however. The speculation is that the ‘10′ in front of the ‘13E9′ GPU ID could relate to the clockspeed of the chip, putting it at 1GHz. Compared with the Polaris-esque graphics silicon in the PS4 Pro, running at 911MHz, that would put the 7nm Navi GPU a fair bit quicker in frequency terms.”

As we get closer to Sony’s eventual PS5 announcement, we’re starting to get a firmer picture of the PS5’s capabilities – and that picture is of a machine that is stupendously powerful and certainly a much bigger leap over PS4 Pro than that machine is over the base PS4.

Other PS5 News

  • Magdem

    This sounds promising if it’s real. I only wish more current games would fully utilize the power of the Pro until the PS5 is released.

    • Doru

      Pro is mid gen, all games will not be optimize on mid gen. They all optimize on standard consoles (PS4/Xbox One). If all games optimize for pro/x, then none of the games will be able to run on the original version. That’s why mid gen upgrade is super useless.

      • JdmKiRa

        This is not true. There is not much testing to do when adding additional graphical presets to the PS4 Pro. All they have to do, in essence, is watch the framerate consistency. This also doesn’t mean they won’t be able to run on the original “version”, as the regular ps4 will just run a different graphical preset. It’s just a different graphic setting preset. Very simple stuff, which is already available in their dev kits and engine, since they have to test different presets during their initial development.

        • Doru

          Then it will different type of optimization. Because all ps4 games were build base on the lowest factor base model . Yes PS4 Pro can be optimize but not in essence where the games build base upon on the PS4 pro. But in an essence where it could be just slightly better and thus is just small optimization. Unlike next gen where the games are build upon the new hardware and created and design from ground up and utilize all the close to the metal optimization. PS4 rp optimization will be only on small scale.

          • JdmKiRa

            “Optimization” (in terms of graphics) is not an overly difficult thing to do. A game is built based on an engine. These engines are usually multiplatform. You can export the game into multiple platforms and the engine automatically converts it into the correct API.

            Even if the pro is out first, all they have to do is the same thing: Test graphical presets on the pro, then test another (set of) preset on the regular version. It’s as easy as turning certain settings (like shadow resolution, texture quality, particle physics) on, off, more intense, or less intense and then looking at framerate consistency on their ps4 dev kits.

            If you own a gaming pc, you can do the same thing on the settings/configuration options. Just run a fps counter program, then turn certain settings on/off/up/down and watch how well the game performs with your hardware and current settings.

          • Doru

            That’s is optimization on upper level coding, those already happen on the games that coming to PS4 pro. But lower level coding is different type of optimization. It’s optimize more than just the engine.

          • JdmKiRa

            They both have the exact same hardware architecture and use the same API. The difference is on the clock speed and one extra (physical) full gpu.

            Why would you need to do low level coding optimization on this?

          • Doru

            Low level >>>> Upper level coding it’s almost 3 to 5 times better

          • JdmKiRa

            Again, they are using the same API and API version, ram, and hardware architecture. There is literally nothing that low level coding can do to make a significant difference in performance between the regular ps4 and ps4 pro, as they are, in essence, the same machine running higher clock speeds (and in the case of the gpu, a full extra gpu with the exact same CGN cores, albeit more power efficient due to manufacture process improvements).

            That’s why it’s relatively easy to just release a “ps4 pro patch”.

          • Doru

            Ps4 pro patch already happen for some games but it will not turn any games to become 30 to 40 % better, it might be just 15 to 25 % better , except new games that build after PS4 pro comes out. But overall even if it has the same API , the base standard design is holded by the lowest denominator base model. Unless if the games exclusively made for PS4 pro it can happen, but if the games are made for both (standard and Pro) than do not expect bigger improvement for Pro , it might just small resolution bump , better frame rates or super tiny slightly improvement on graphical effect . Mark Cerny explain that the Pro is just emulate the base model just like how Xbox One emulate Xbox 360 games, it has improvement but it will not far.

          • JdmKiRa

            “Better” is kindoff an ambiguos term. What do you mean by better? Better framerate? If the same graphic settings are kept from the original game, the ps4 pro has the capacity to run a little over double the framerate as the original (although this may be capped by engine), as that is how much more processing power it possesses. If you keep the same texture resolution, but double the game’s internal resolution, then the ps4 pro has the ability to run this particular game at the same framerate, but with the increased rendering resolution. Now, this does not mean it will look better, because if texture resolution (and other settings) are kept the same, then there will be virtually no visual improvements except that your console is consuming more power and producing more heat.

            The PS4 Pro, unlike the Xbox One X emulating Xbox 360 games, does not “emulate” the games. An emulator is when a different hardware (one that was not made to run a particular API) mimicks (therefore “emulates”) the target API through its own hardware/API combination. The PS4 Pro possesses the same API and technically the same hardware components as the regular PS4. Therefore it runs the games without emulating them. The Xbox One X runs a different API and has to emulate Xbox 360 games, which runs on different API and hardware.

            But anyways, like I mentioned before, two consoles with same hardware architecture doesn’t need any individual low level optimization. You will see an increase in performance as you increase, for example, GPU core counts, CPU clock speed, bandwidth bus, etc. It’s the same thing we see on PC when GPU manufacturers release driver update for a particular architecture. If it’s the same architecture, they will all use the same drivers, which means the same code changes applied to all of them, and you see an improvement in performance on GPUs from all across all the performance board (low end, mainstream, high end, etc.) without the need of doing changes in coding for each individual GPU (within the same architecture).

          • Doru

            Just play uncharted trilogy on PS4 and play Uncharted 4 on PS4. That’s the difference between small optimization and big optimization.

      • care package

        Meanwhile those using the X are enjoying their X enhanced games….

  • JdmKiRa

    Navi should be clocked much higher than 1GHz. The 10 is quite possibly Compute Units (CU). Each compute unit contains a specific quantity of Stream Processors. For example, a Ryzen 2400g Vega has 11 CUs for a total of 704 Stream Processors, but Navi is quite a small architecture and can fit more Stream Processors per CU. Maybe even double that of the Ryzen 2400G Vega.

  • pepess


    ps5 use zen2 7nm, ps5 is console 7nm, zen+ is 12nm….

    fake new