Mr.Phoenix
Member
Good thing you would be wrong on all fronts.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.
Still on this 20GB thing, I see.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.
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
| Technology | VRAM Usage (4K) | Notes / Hardware Impact |
| Rasterization | ~6–8 GB | Base game requirements without advanced lighting. |
| Ray Tracing (RT) | ~11–12 GB | Adds 2–4 GB overhead over raster. |
| Path Tracing (PT) | ~13–15 GB | Adds "a few hundred MB" up to 1 GB over RT. |
| PT + FG (DLSS 3.5) | ~16–18 GB | Frame 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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