Take a very good look at this.
How in the world can the PS5 be closer to a 5700XT?
CU are not the same,
ALU are not the same, and
ROPs are not the same.
PS5 components are laid out the same way as Navi 10, but when looking closely, XBOX CUs and ALU looks the same as Navi 14.
If their was a 6700 (not XT), it would be a PS5.
RDNA2 ROPs are there for compatibility with DirectX VRS. PS5 does not use DirectX API, so why implement RB+ ROPs?
PS5 has their own VRS solution.
"Using primitive shaders on PlayStation 5 will allow for a broad variety of techniques including smoothly varying level of detail addition of procedural detail to close up objects and improvements to particle effects and other visual special effects."
Yes according to their patent Sony seem to have another strategy with VRS (particularly for VR purpose). Instead of reducing the resolution of (the ideally) less visible parts of the image they want to increase the resolution of the most visible parts of the image and render only the visible polygons (thanks to their geometry engine).
You end up with varying levels of quality either way.
As for Machine Learning, this link says it all.
PlayStation 5 and Machine Learning: An Analysis
Being based on RDNA 2 means your using RDNA2 instruction set.
https://developer.amd.com › ...PDF Web results "RDNA 2" Instruction Set Architecture: Reference Guide
Ray Tracing support includes the following instructions:
-IMAGE_BVH_INTERSECT_RAY
-IMAGE_BVH64_INTERSECT_RAY
Dot product ALU operations added accelerate inferencing and deep-learning:
V_DOT2_F32_F16 / V_DOT2C_F32_F16
V_DOT2_I32_I16 / V_DOT2_U32_U16
V_DOT4_I32_I8 / V_DOT4C_I32_I8
V_DOT4_U32_U8
V_DOT8_I32_I4
V_DOT8_U32_U4
Edit:
As for Infinity Cache.
You should read this.
Infinity Cache for APU? AMD is probably planning something better
Infinity Cache might not have been ready for APUs.