Mark Cerny and Jack Huynh discuss the future of gaming and renew PS6 speculation

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In a lengthy interview as part of Project Amethyst, PlayStation architect Mark Cerny and Jack Huynh, head of AMD’s semi-custom division, unveiled several hardware innovations likely to equip the future PlayStation. Without confirming a timetable or referring directly to the PS6, the two engineers detailed three technological pillars on which their joint work would be based: Radiance Cores, Neural Arrays and Universal Compression. These design blocks, still at the simulation stage, outline a console designed to combine visual realism, computing intelligence and improved energy efficiency.

Mark Cerny and Jack Huynh shake hands at the Project Amethyst innovation announcement, laying the foundations for the likely future PlayStation 6. Their collaboration highlights three technological pillars: Radiance Cores, Neural Arrays and Universal Compression.

Radiance Cores: optimized ray tracing

Radiance Cores are new hardware units dedicated to ray tracing. Their role is to manage the complex calculations linked to light propagation, reflections and shadows in 3D scenes. In practice, these specialized cores optimize the processing of path tracing light rendering by relying on algorithms that are faster and more precise, capable of simulating real light behavior with greater efficiency.

For a gamer, this advance would mean more visually coherent environments: reflections would behave in a natural way, light would bounce off surfaces more accurately, like the sun on a vehicle’s bodywork, and shadows would become more subtle. In concrete terms, this means more realistic images without compromising fluidity, to achieve cinematographic-quality rendering even in scenes with a lot of lighting effects.

📒 Expert's note
Ray tracing is a rendering technique that simulates the path of light in a 3D scene to produce realistic reflections, shadows and lighting. It calculates the behavior of each ray of light as it bounces off surfaces, which requires an enormous amount of computing power. Path tracing is an evolution of ray tracing that refines light details and requires more resources. Shaders, on the other hand, are small programs that define the appearance of pixels or objects (color, texture, brightness). Unlike ray tracing and path tracing, they don't try to simulate real light, but use approximations in order to be faster. In short, ray tracing and path tracing are concerned with physical precision and realism, while shaders are concerned with speed and flexibility.
Radiance Cores promise smoother, more realistic ray tracing thanks to optimized processing of light, shadows and reflections in 3D scenes. This innovation delivers cinematographic results without sacrificing performance.
On the left, the game displays ray tracing, on the right, light is managed with path tracing. Path tracing is more resource-intensive and could be optimized with Radiance Cores.

Neural Arrays: AI support

Neural Arrays are a new way for GPU computing units to cooperate to perform AI-related tasks. Instead of handling AI operations in a fragmented way, this architecture enables multiple computing units to work together as an integrated neural network. This approach improves the GPU’s ability to execute larger, more complex AI models, while reducing latency and power consumption.

For gamers, Neural Arrays offer several concrete uses: better upscaling via FSR-like algorithms, more precise image reconstruction and, above all, more believable AI behavior in games. Non-player characters would therefore be able to analyze their environment or react realistically to the player’s actions, contributing to more immersive experiences.

📒 Expert's note
FSR (FidelityFX Super Resolution) is an AMD technology that enhances the resolution of an image without requiring more raw power. It displays the game at a lower resolution, then uses upscaling and sharpening algorithms to reconstruct a near-4K image. The result is greater fluidity while maintaining good picture quality. On PlayStation, Sony uses an in-house variant called PSSR (PlayStation Super Resolution). Based on the same principle, it is optimized for the console's exclusive hardware and games, offering more precise rendering that is adapted to the internal architecture of PlayStation consoles.

Universal Compression: better data transfer

Universal Compression tackles a fundamental challenge of modern architectures: memory bandwidth. The idea is to extend compression techniques, traditionally reserved for textures, to all data streams circulating between system components. By automatically compressing information before it is transferred, this technology increases the amount of data a GPU can process without the need for a larger memory bus or increased power consumption.

For gamers, the benefits are manifold. Games would be able to display more textures, geometries and effects without compromising performance, while reducing the system’s energy load. In other words, Universal Compression would improve visual quality, framerate stability and power consumption, benefiting both home consoles and future portable versions.

📒 Expert's note
In a game like Horizon Forbidden West, each 4K rock, vegetation or armor texture normally takes up a huge amount of memory space. With Universal Compression, these textures would be compressed before being transferred to the GPU, then instantly decompressed when displayed. The result is invisible to the player: the image remains rich and detailed, but the console works more efficiently, using less bandwidth and preserving fluidity.
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Although the two speakers never mention a potential PS6, it’s clear that these technologies will arrive in the next generation of consoles. In any case, the objective is clear: to offer games that are even more visually stunning and smooth.

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