With which graphics card can you play Godfall on the PC with 4k60?
The Ps5 (500 euro) manages that without any problems, confirmed with 4k60, but what do you need for a graphics card with the PC?
I heard about 12 Vram somewhere.
In the current market only a 3080 can do that. But it's a misconception that the PS5 can do it. It can't do it. You shouldn't confuse upscaling with real 4k.
That's right, thank you.
This game is not yet on the market, but its development team currently communicates a graphics memory requirement of 12 GB if you want to be able to play it in 2160p @ Ultra details at least without excessive reload stutters.
In addition, it is not (yet) clear whether this game will be included in AMD's "Gaming Evolved Program" or not.
Only practice will show what will actually be there.
The Playstation 5 receives an RDNA2 based graphics card from AMD with 36 compute units, which corresponds to 2304 shader units. Plus 16 GB V-Ram for GPU data streaming.
With 72 instead of 36, the Radeon RX 6800XT will have twice as many RDNA2 CUs compared to the PS5, also with 16 GB VRam. Taking into account the different clock rates, that would be a rough comparison of the PS4 GPU of that time (~ Radeon HD 7850 OC to HD 7870 STOCK vs. Radeon HD 7970 Ghz)
Below the Geforce RTX 3090 there are currently only the gaming series
Titan X and RTX Titan with at least 12 GB VRam. The RTX 2080Ti and 1080Ti have 11 GB, and the RTX 3080 has to get by with 10 GB. Nvidia has to be considered too good, however, that compared to comparable Radeons, at least with Pascal (GTX 1060) compared to RX 580/590, the 2 GB less VRam (6 instead of 8 GB) could mostly be concealed quite well.
In return, the average FPS on an RTX 2080-8G compared to a nominally 10% weaker GTX 1080Ti-11G when switching to 4K is disproportionately stronger, which in this resolution at max. Details on more pronounced reloading jerking in the GTX 2080 could be traced back to the partial lack of memory.
Like the PS4, the PS5 will not play every particularly graphics-heavy game in maximum native resolution @ max. (Can) render details, e.g. To be able to keep at least their 4K @ 25 to 30p or 50 to 60i on a 4K screen.
Thanks for the answer, really very helpful, but you can't compare the GPU of the Ps5 with that of a PC.
The Ps5 is based on Rdna 2 but can't be classified as Rdna 1, 2, 3 or 4, as it is custom and consists of various features specially created for the Ps5, such as The advanced geometry engine.
Look on the internet for Ps5 Rdna 3 Features. If you are interested, I can send you the patents for the custom features.
But you can't compare the gpu of the ps5 with that of a pc.
But, at least within AMD's portfolio, an approximate comparison for pure gaming performance will be just as possible between PS5 and a similarly constructed and equipped Radeon RX 6x00, as was the case at the time between PS4 (1st version) and the Radeon HD 78xx.
Only with the PS4, the Radeon HD 7000 series (desktop) came on the market before the PS4, some details of which have been revised accordingly for the console. There it behaved in detail like HD 7770 (GCN 1.0) to HD 7790 (Bonaire / GCN 1.1), or the latter also in AMD Kavari (AMD A 7000 - APUs used). These were really just details in the feature set and in the decoding and encoding of sound and video. Radeon R7-Series (Kavari-iGPU) was then, for example, compared to "Bonaire" (HD 7790) and GCN 1.0 (HD 7750). In post-processing - filter options are limited
In terms of resource sharing, however, the PS4 was closer to AMD Kavari (memory shared by CPU and GPU), as well as other operating systems and games that were specially compiled for the PS4 for the purpose of resource optimization, but which did not have to be reprogrammed too laboriously for the port on the PC. (Cross-Platform - Engeneerieng for PS, XBox and PC)
This basic architectural approach is not significantly different to the PC with the PS5 than the PS4 vs. Be PC. Sony-exclusive hardware features do not change anything. For the PC, the games in question then only have to be modified again (as usual), with other feature sets and customization options (especially for quality and post-processing) coming on the PC (also as usual), which is exactly what the PS5 does Subsystem of this platform will be tailored in optimization. (also as usual).
As a prime example of good "cross-platforming", just take GTA V with its extensive adjustment screws in the preset for the PC version that was released later. In 720p, this game can be played largely smoothly on a (much-scolded) PC with an AMD A10-7850K with integrated Radeon R7 graphics (8 CU / 512 shaders), even with the optimal preset. The PS4 version of this game was of course not compatible with a (Windows) PC or an XBox One, which should be clear.
Even back then, game developers were less and less able (with a few exceptions) to bring out complex (AAA) games for one platform, but in future they will be able to do it even less because of the even higher development effort.
The 4K @ 60fps are not native, however.
Which means that it is actually 1080p with 60fps that are only upscaled.