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Sony CEO: "We have not yet decided on PS6 launch timing"

That's why PS6 sales will be nothing to write home about. The technological jump will be to small for the mass market to care and the costs will be too high. I also don't really see any must have software landing anywhere close to launch. Everything third party will be cross gen.
Good thing you would be wrong on all fronts.
Okay. What other real world perceivable difference would a 30GB PS6 have versus the PS5 that a 20GB PS6 won't have. 20GB PS6 is perfectly fine for gaming path tracing.

I was sold on LLM when it was mentioned. But due to cross-gen with PS5, you won't
see that anytime soon I suppose.

And how about the 24GB PS6 handheld. With this LLM and other ML innovations requiring 10GB and more, how is it able to keep up.
Still on this 20GB thing, I see.

20GB will not be enough for a next-gen console. This is such a ridiculous thing to even be saying that I can't decide if you are joking or trolling. But again, I will give you the benefit of the doubt.

Things to consider, first remember that in consoles, the RAM is shared between the OS, CPU, and GPU. Second, even the PS5pro is an 18GB RAM box, they added 2Gb of DDR RAM to help offload parts of the OS onto the slower RAM to allow more of the faster RAM be used for the games. Things like RT, PT, PSSRx, FG, ReStir RT/PT, Ray Regeneration....etc, ALL add more to the RAM budget of your typical game.

Here is an example of Cybertruck and its mem requirements on just the GPU alone.

VRAM Cost Benchmark - Cyberpunk 2077


TechnologyVRAM Usage (4K)Notes / Hardware Impact
Rasterization~6–8 GBBase game requirements without advanced lighting.
Ray Tracing (RT)~11–12 GBAdds 2–4 GB overhead over raster.
Path Tracing (PT)~13–15 GBAdds "a few hundred MB" up to 1 GB over RT.
PT + FG (DLSS 3.5)~16–18 GBFrame Gen adds notable overhead; often requires a 4090.
ReSTIR PT (2026)12–16 GB+2–3x faster than original PT, but high-quality sampling still needs heavy VRAM.


Still think 20GB is enough?

And why the 24GB handheld keeps up (which will likely translate to 20GB available to devs on the handheld vs 26GB available to devs on the home console) simply comes down to what native rez these two devices will be running their games. Texture sizes/qualities....etc. If making a machine that targets a max output rez of 1080p.... You would need significantly less RAM than one that targets 4K.
 
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I'm talking about the standard. I'm not talking about the guy who installs a water cooler that dissipates 5000w and then the GPU is limited by the power supply.

It doesn't mean anything, it just means how Linux runs on the PS5.

It's bizarre, as soon as Xbox went bankrupt and the Xbox fanboys disappeared, the PC fanboys started with the FUD about "RDNA 1.5," "fake clock," and "unsustainable performance". And you know what's bizarre? It has nothing to do with reality; you want to impose this narrative on the internet.
Any half decent GPU these days, not using water cooling mind you, is power limited, not temperature limited.

As for boost clock vs 2Ghz, we have factual information from testing that the difference between boost and locked clock speed on a PS5 is minimal as well as confirmation from Mark Cerny that average GPU clocks are about 2170 Mhz. This is not FUD, as it is both official confirmation and testing up against a PS5.

This doesn't take anything away from the PS5, it didn't suddenly start performing worse overnight, so there is little reason to get upset, it's just factual observation.
 
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Good thing you would be wrong on all fronts.

Still on this 20GB thing, I see.

20GB will not be enough for a next-gen console. This is such a ridiculous thing to even be saying that I can't decide if you are joking or trolling. But again, I will give you the benefit of the doubt.

Things to consider, first remember that in consoles, the RAM is shared between the OS, CPU, and GPU. Second, even the PS5pro is an 18GB RAM box, they added 2Gb of DDR RAM to help offload parts of the OS onto the slower RAM to allow more of the faster RAM be used for the games. Things like RT, PT, PSSRx, FG, ReStir RT/PT, Ray Regeneration....etc, ALL add more to the RAM budget of your typical game.

Here is an example of Cybertruck and its mem requirements on just the GPU alone.

VRAM Cost Benchmark - Cyberpunk 2077


TechnologyVRAM Usage (4K)Notes / Hardware Impact
Rasterization~6–8 GBBase game requirements without advanced lighting.
Ray Tracing (RT)~11–12 GBAdds 2–4 GB overhead over raster.
Path Tracing (PT)~13–15 GBAdds "a few hundred MB" up to 1 GB over RT.
PT + FG (DLSS 3.5)~16–18 GBFrame Gen adds notable overhead; often requires a 4090.
ReSTIR PT (2026)12–16 GB+2–3x faster than original PT, but high-quality sampling still needs heavy VRAM.


Still think 20GB is enough?

And why the 24GB handheld keeps up (which will likely translate to 20GB available to devs on the handheld vs 26GB available to devs on the home console) simply comes down to what native rez these two devices will be running their games. Texture sizes/qualities....etc. If making a machine that targets a max output rez of 1080p.... You would need significantly less RAM than one that targets 4K.
Bullshit man. I can run Cyberpunk with path ray tracing, frame Gen, and over 60 fps at 4k with DLSS set to balance on my rtx 4070 with 12 GB vram. In some areas I was getting close to 90. It does drop below 60 with crazy intense battles but wouldn't even tell if I didn't have afterburner running.
 
Okay. What other real world perceivable difference would a 30GB PS6 have versus the PS5 that a 20GB PS6 won't have. 20GB PS6 is perfectly fine for gaming path tracing.

I was sold on LLM when it was mentioned. But due to cross-gen with PS5, you won't
see that anytime soon I suppose.

And how about the 24GB PS6 handheld. With this LLM and other ML innovations requiring 10GB and more, how is it able to keep up.

IF YOU GO WITH 4GB YOU ARE DONE

20GB is fine for gaming with pathtracing in 2026, for games designed around the 12GB current gen games. You need to look at it that the console is designed to run for 10 years, 7 year generation plus 3-4 year crossgen period starting 2027. You can put in a powerful SoC but if you scuttle it with low memory capacity and memory bandwidth you'll end up in a Series S style situation i.e providing memory that doesnt meet the minimum memory requirements for a console. Remember when a group of devs told Sony to double the memory in the PS4 from 4GB to 8GB? They looked at their development goals over the lifetime of the console not based on games developed in 2013. 4GB of GDDR5 was like 8x the memory in the PS3 but the devs were right that 8GB of GDDR5 memory was what was optimal. Look at the performance of the PS4 in 1080p gaming from 2013 up to 2025 and its held up quite well because of the memory and memory bandwidth.

Thats whats going to determine the performance of the PS6, its really about the memory and memory bandwidth at this point because the logic is solid. If they dont meet the minspec required by devs it really wont be a worthwhile device despite having the compute. And looking at Cerny's history he doesnt make such mistakes. My point is if the devs say they want minimum of 20GB GDDR7 for the next 10 years then that will be it, but I highly doubt that, memory is one thing they will always want more of tbh. They'll want double whats in the PS5 at least for a system thats going to last 10 years.

The 24GB of memory in the handheld will be more than enough because it wont be targeting 4K gaming, its really that simple. Its a 1080p machine for gaming on the go, you can use quantized models to run commensurately to that target resolution and also scale down the virtual worlds commensurately. 24GB will meet those memory requirements. I think there is more chance of them cutting down the memory in the handheld to 20GB than cutting the memory in the base PS6 below 30GB.
 
Bullshit man. I can run Cyberpunk with path ray tracing, frame Gen, and over 60 fps at 4k with DLSS set to balance on my rtx 4070 with 12 GB vram. In some areas I was getting close to 90. It does drop below 60 with crazy intense battles but wouldn't even tell if I didn't have afterburner running.
You saw 4k in the table, right? And again.... 6-year-old game. What of if that was GTA6 instead of Cyberpunk? But more importantly.... GTA7?
 
Question though. How do you suppose that extra RAM will be put to good use with LLM when PS5 can't handle it and cross-gen is here to stay for long. You don't reckon devs won't bother because their games have to run on PS5 too? Unless they decide it's okay to have two different games and experience.

I guess if LLM is truly in the cards for next-gen then PS6 game will truly feel different from its PS5 counter part, on top of realistic lighting with path tracing. PS5 version of games will feel not only inferior graphically, but almost feel like a different game.

There are at least two ways to address this;

a) PS5 remains with the traditional, simplified and restrictive (tree-branch) mechanics.
b) PS5 gets all the AI features of the PS6 version via cloud. Since somebody has to pay the inference cost, this could be available only for the top-tier PS Plus subscribers

As for the PS5 Pro, maybe some of the AI features could be made to run locally but with a longer response time. This would not make it suitable for sports game commentary but it could work for NPCs in an open world game although there would be a considerable delay (lag) when communicating with NPCs (on PS6 the NPC response time would be nearly instant).
 
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IF YOU GO WITH 4GB YOU ARE DONE
Developers don't matter as much anymore.

The main issue with developers is that they are unaware of constraints. That was fine before but making an electronics product in post-moore's law era is all about optimizing the constraints.

VRAM Cost Benchmark - Cyberpunk 2077


TechnologyVRAM Usage (4K)Notes / Hardware Impact
Rasterization~6–8 GBBase game requirements without advanced lighting.
Ray Tracing (RT)~11–12 GBAdds 2–4 GB overhead over raster.
Path Tracing (PT)~13–15 GBAdds "a few hundred MB" up to 1 GB over RT.
PT + FG (DLSS 3.5)~16–18 GBFrame Gen adds notable overhead; often requires a 4090.
ReSTIR PT (2026)12–16 GB+2–3x faster than original PT, but high-quality sampling still needs heavy VRAM.
Pretty sure that's MISINFORMATION lol

12GB is enough for your entire list.
 
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5070 Super doesn't exist, PS6 looks to be somewhere around 4070Ti Super - 5070Ti.
It exists they just didn't release it.

You can think of PS6 as a +3-10% 5070 with 18GB GDDR7. That's the closest analogy.

And PS6 is under your range. Touché.

5070 Ti is substantially better compared with PS6. Even 4070 Ti Super is around the same to slightly better. Quit joking
 
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Developers don't matter as much anymore.

The main issue with developers is that they are unaware of constraints. That was fine before but making an electronics product in post-moore's law era is all about optimizing the constraints.
This doesnt make sense to me and Cerny. Devs make the games, they share telemetry with Sony and MS. If anything they matter more today than ever considering its getting harder to get meaningful graphical jumps gen to gen. Their insights matter more today considering the tighter requirements. Developer feedback is what set the memory in the PS4 and the PS5 and its what will help determine the minimum memory requirements for the PS6. As in the article I shared. Also I dont think there was ever a time when making electronic products wasn't about optimizing or considering different constraints.
 
It exists they just didn't release it.

You can think of PS6 as a +3-10% 5070 with 18GB GDDR7. That's the closest analogy.

And PS6 is under your range. Touché.

5070 Ti is substantially better compared with PS6. Even 4070 Ti Super is around the same to slightly better. Quit joking

Sadly that is underpowered for next gen games. Don't devs want 4080 power at least? That's Xbox Helix.
 
Developers don't matter as much anymore.

The main issue with developers is that they are unaware of constraints. That was fine before but making an electronics product in post-moore's law era is all about optimizing the constraints.


Pretty sure that's MISINFORMATION lol

12GB is enough for your entire list.
I don't know whey when it comes to Console specs and expectattions people just start becoming retarded. We have people like you saying oh its not as powerful as this and that so temper your expectations. Then we have the very same people like you saying that you only need this or that to do this or that so more power isn't necessary.

Or you guys just start cherry picking facts and conveniently forgetting your PC knowlege.

How about this... this is RE9

vram.png

At 4K and not even using FG its already pulling almost 15GB of VRAM. Make that PT and 4k goes up to 17GB+ with FG. And this is a current-gen game. And thats just VRAM. Not CPU RAM and not OS RAM.

Or lets look at Cyberpunk...

vram.png


Even with PT and just using RT, and no FG or anything, its still pulling ~14GB of VRAM. PT takes that to 15GB, throw in FG, which goes to 18GB. So please, how is this misinformation??? And again, this is just VRAM usage. And these are the features that should be considered when looking at any next-gen console.


And yet somehow you guys are suggesting that a 20GB console released next year or the year after would be enough to carry the gen for another 7 years?
 
This doesnt make sense to me and Cerny. Devs make the games, they share telemetry with Sony and MS
OK What if developers tell you they need madness, things like 30GB GDDR7. which destroys your roadmap but hey, now they don't need to worry about memory anymore.

Sadly that is underpowered for next gen games. Don't devs want 4080 power at least? That's Xbox Helix.
5070 is a monster GPU.

How about this... this is RE9
ALLOCATION != USAGE

Again games can overprovision VRAM. the only way to know how much VRAM they actually need is to force them to run at the given VRAM and see performance / IQ.

And once again what one wants and what one gets are different things. at current memory prices and availabilities, whether or not someone wants 30GB doesn't matter. the market might only be able to give them 20GB anyway,
 
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It exists they just didn't release it.

You can think of PS6 as a +3-10% 5070 with 18GB GDDR7. That's the closest analogy.

And PS6 is under your range. Touché.

5070 Ti is substantially better compared with PS6. Even 4070 Ti Super is around the same to slightly better. Quit joking
Raster leak points towards ~9070 XT performance levels, not 9070.

Which makes sense, a 9070 is ~39 TF with non usable VOPD. The PS6 will be 36-40 TF with VOPD actually useful for games, and quite a few other difference like the better memory bandwidth.

Not that the difference is that massive anyways, less than a 15% gap seperates the 9070 and 9070 XT from each other.
 
Is it good enough for path tracing modern games with high geometry at 900p/1080p and 30 frames per second at least?
PS6 handheld can do that already. I don't think we'll be disappointed with PS6 console even if they choose to put 20GB VRAM.

I'm only really convinced with 30GB if that thing will be used more than just higher native resolution and slightly cleaner image.
 
You saw 4k in the table, right? And again.... 6-year-old game. What of if that was GTA6 instead of Cyberpunk? But more importantly.... GTA7?
Gta 7 won't be out until 2050 so who cares. I haven't seen the spec sheet for Gta 6 so don't know.
 
Gta 7 won't be out until 2050 so who cares. I haven't seen the spec sheet for Gta 6 so don't know.
Come on... I didn't mean gga7 literally. What I mean Is that games would as always need more resources. And consoles aren't designed just for the now, they are designed for the next 7-10 years.

So I doubt anyone would be making a console today thinking only about how games run today. Well... Except valve.
 
Based on? Who is even claiming more than 30%?

Helix is basically the top AMD RDNA5 GPU... between the extra bandwidth, the much higher power consumption and the desktop level caches, it should be decently more than 30%.

It will also cost a lot more.

Apparently Sony thinks extra power would go to waste since devs will have to support the handheld. Which is much slower than the PS5 as it is. And I am guessing they will use Frame Gen to mask the difference.
 
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Apparently Sony thinks extra power would go to waste since devs will have to support the handheld. Which is much slower than the PS5 as it is. And I am guessing they will use Frame Gen to mask the difference.

Would the difference in performance between PS6 and handheld be smaller than XSX - XSS
 
OK What if developers tell you they need madness, things like 30GB GDDR7. which destroys your roadmap but hey, now they don't need to worry about memory anymore.
Because they are rational and know the minimum hw requirements for their vision. Thats why I shared the story of how Devs told Sony if they ship the PS4 with 4GB it wont work as well as with 8GB of GDDR5.
 
It makes absolutely no sense unless something fundamental about the design itself allows them to make it CHEAPER as well as notably better. If it doesn't they should throw what they have now in the garbage and start over for a much later launch.

They better not dare launch what they've got NOW in fucking 2028 or something incredibly stupid like that.
 
Significantly larger. We are talking about Series S vs PS5 Pro or even worse.
But it doesn't matter. PS6 handheld is capable of path tracing and the PS5 is not.

Handheld will be capable of anything PS6 at lower settings. But lower settings doesn't necessarily mean blurry like Series S. We are entering the era of AI reconstruction. Everything will be crisp and clean.
 
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Developers don't matter as much anymore.

The main issue with developers is that they are unaware of constraints. That was fine before but making an electronics product in post-moore's law era is all about optimizing the constraints.


Pretty sure that's MISINFORMATION lol

12GB is enough for your entire list.

Bullshit, Cyberpunk stutters with path tracing on 12GB GPUs, try riding your car in dogtown - game goes out of vram lol.

T8CdVJulC5ZkCOVs.jpeg


TH0C21tvyT5jXE2L.jpg


15GB of reserved VRAM (+15GB of RAM). You could say "but game is only using 9.7GB" - for Cyberpunk (and many other games) it's irrelevant, game behaves on the base of reserved memory. When I had regular 12GB 4070ti, game was going out of vram in dogtown (while usage was still ~10GB).

And this is with 864p internal resolution.

It exists they just didn't release it.

You can think of PS6 as a +3-10% 5070 with 18GB GDDR7. That's the closest analogy.

And PS6 is under your range. Touché.

5070 Ti is substantially better compared with PS6. Even 4070 Ti Super is around the same to slightly better. Quit joking

Leakers say that PS6 = 9070XT, and this GPU is more or less on 5070ti level in raster. In between 4070TIS and 5070TI to be exact:

2g06GdfU51QdmFCr.jpg


But it doesn't matter. PS6 handheld is capable of path tracing and the PS5 is not.

Handheld will be capable of anything PS6 at lower settings. But lower settings doesn't necessarily mean blurry like Series S. We are entering the era of AI reconstruction. Everything will be crisp and clean.

Handheld will shit itself doing path tracing. PS5 is also, in theory able to run PT - we even had one game running it on XSX.
 
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Because they are rational and know the minimum hw requirements for their vision. Thats why I shared the story of how Devs told Sony if they ship the PS4 with 4GB it wont work as well as with 8GB of GDDR5.
Yeah that's a good point.

Im sure cerny is speaking to Devs throughout regarding specs.

Would be daft to change whatever initial vision they had.
 
Yeah that's a good point.

Im sure cerny is speaking to Devs throughout regarding specs.

Would be daft to change whatever initial vision they had.
Yes they have APIs that share developer data back to Sony, how much memory and memory bandwidth is being used. Overall I think memory requirements are heavily influenced by Developer roadmaps.
 
Bullshit, Cyberpunk stutters with path tracing on 12GB GPUs, try riding your car in dogtown - game goes out of vram lol.
The stutter is due to the CPU being overwhelmed by having to constantly compress / decompress pages and assets as they move back and forth between VRAM and RAM. You can avoid it by having a better CPU or by having more VRAM to avoid the need to stream all together.

It's a CPU issue.

Wait for Xbox Mode. It reduces VRAM/RAM use.
And this is with 864p internal resolution
No one cares about internal resolution. Please don't dumb down discussions.

Leakers say that PS6 = 9070XT, and this GPU is more or less on 5070ti level in raster. In between 4070TIS and 5070TI to be exact:
Kepler said that and that Magnus is 5080, then he contradicted himself and said Magnus is 30-40% faster depending on TDP. He is also not exactly neutral is he?

I go by AMD's design goal for AT2 being 1.2x RTX 4080.

Then from that, given we have detailed sku specs, an estimate for PS6 isn't hard to come by.

I get a range of 97-104% of RX 9070 when PS6 is at 2.6-3.0 GHz.
 
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The stutter is due to the CPU being overwhelmed by having to constantly compress / decompress pages and assets as they move back and forth between VRAM and RAM. You can avoid it by having a better CPU or by having more VRAM to avoid the need to stream all together.

Wait for Xbox Mode. It reduces VRAM/RAM use.

No one cares about internal resolution. Please don't dumb down discussions.


Kepler said that and that Magnus is 5080, then he contradicted himself and said Magnus is 30-40% faster depending on TDP. He is also not exactly neutral is he?

I go by AMD's design goal for AT2 being 1.2x RTX 4080.

Then from that, given we have detailed sku specs, an estimate for PS6 isn't hard to come by.

I get a range of 97-104% of RX 9070 when PS6 is at 2.6-3.0 GHz.

You can't fix vram problems with better CPU, you can only fix it by having more memory.

I said about resolution because higher res = more vram usage.

He was saying 30-40% vs. PS6, and in some calculations and games it can be true. 9070XT can be slower than 4070TIS in some games and faster than 4080S in others.

AMD card won't perform exactly like nvidia card anyway.
 
You can't fix vram problems with better CPU, you can only fix it by having more memory.
No you can here. You don't get what's going on.

If the game was using 15GB, then yes you can't fix it with a better CPU. Your performance dies because you're waiting on host mapped memory. Or in most cases you'd crash.

The game here is using 10.5 GBs and is doing streaming constantly. the game is streaming back and forth from RAM and VRAM. The reason for the unstable frametimes is that the CPU itself is being overwhelmed. Mostly from having to do real time compressing and decompressing of assets and pages. and I don't know what CPU that is, but most X86 CPUs suck.

On say PS5, you could just use Kracken and stream it from SSD without having to be burdened by the low performance X86 CPU.

You don't thus "need" 15GB. It's only happening here because the CPU is shitting the bed. It's the same reason why Monster Hunter started working fine on 8GB once they decompressed the damn game.
 
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No you can here. You don't get what's going on.

If the game was using 15GB, then yes you can't fix it with a better CPU. Your performance dies because you're waiting on host mapped memory. Or in most cases you'd crash.

The game here is using 10.5 GBs and is doing streaming for the rest. the game is streaming back and forth from RAM and VRAM. The reason for the unstable frametimes is that the CPU itself is being overwhelmed. Mostly from having to do real time compressing and decompressing of assets and pages. and I don't know what CPU that is, but most X86 CPUs suck.

On say PS5, you could just use Kracken and stream it from SSD without having to be burdened by the low performance X86 CPUs suck.

You don't thus "need" 15GB.

How many games are actually using Kraken and decompression blocks on PS5 in real time streaming? Outside of SM2? This is rare

And only thing required to fix terrible performance on 12GB 4070ti was to change it to 16GB 4070ti Super - same CPU and rest of the PC. VRAM is the main problem for this game, PT in games in general require massive amount of memory - Indiana Jones can go out of VRAM even on 16GB cards.

There is a reason why next gen consoles are aiming to double the memory vs. current gen.
 
How many games are actually using Kraken and decompression blocks on PS5 in real time streaming? Outside of SM2? This is rare
If the game needs to stream then they use it. PS5 has less need to stream because CPU <=> GPU transfer is free. SSD streaming is widely used, games just don't max it out.

And only thing required to fix terrible performance on 12GB 4070ti was to change it to 16GB 4070ti Super - same CPU and rest of the PC.
And if you changed the PC or reduced CPU load (less RAM/page compression/game compression), it'd have been fine.

It's a CPU issue. The X86 CPU sucks. If you actually needed 15GB your FPS would have been single digits doing host mapped memory for 4.5GB.
 
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If the game needs to stream then they use it. PS5 has less need to stream because CPU <=> GPU transfer is free.


And if you changed the PC or reduced CPU load (less RAM/page compression/game compression), it'd have been fine.

It's a CPU issue. If you actually needed 15GB your FPS would have been single digits doing host mapped memory for 4.5GB.

Fix VRAM bottlenecks by changing the CPU? First time I hear this shit... This remind me when 3080 was announces with low amount of VRAM (10GB) and people were talking about "It's gonna be fine because it's FAST memory" - it wasn't. No amount of PCIE BW and speed of VRAM is gonna fix problems where THERE IS NOT ENOUGH of it.

Ok, you live in your own bubble.
 
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Fix VRAM bottlenecks by changing the CPU? First time I hear this shit... This remind me when 3080 was announces with low amount of VRAM (10GB) and people were talking about "It's gonna be fine because it's FAST memory" - it wasn't. No amount of PCIE BW and speed of VRAM is gonna fix problems where THERE IS NOT ENOUGH of it.

Ok, you live in your own bubble.
Pretty sure he's the guy that was claiming 12GB of VRAM was "high end"...
 
Fix VRAM bottlenecks by changing the CPU? First time I hear this shit...

Ok, you live in your own bubble.
MCH and his incessant uninformed interjecting was probably the fastest 'ignore' I ever clicked. Much more peaceful without him. Guys been clueless since day 1.
 
Fix VRAM bottlenecks by changing the CPU? First time I hear this shit
So you straw man my detailed explanation and then you throw in another straw man about RTX 3080.

I literally said:
You can avoid it by having a better CPU or by having more VRAM to avoid the need to stream all together.

I quite literally explained what's going on. The stutters come from the CPU not being able to keep up. Look up Monster Hunters Wild's stutters being fixed by uncompressing the game on storage…..

When the GPU waits on data from RAM, your performance tanks. It's not simple frametime variance.

RTX 3080 having 10GB was the right thing to do. In fact it was prophetic, given the VRAM shortage that followed. Nvidia was forced to choose between 10GB and 20GB and they chose right.
 
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