PS6’s Hidden Trio: Neural Arrays, Radiance Cores & Beyond

PS6’s Hidden Trio: Neural Arrays, Radiance Cores & Beyond

Mark Cerny and AMD have lifted the curtain on Project Amethyst’s three big pillars: Neural Arrays, Radiance Cores, and Universal Compression. Here’s what they really mean for PS6 performance, beyond the buzzwords.

My Immediate Take: “Wait… they’re finally addressing the real bottleneck”

When Mark Cerny sat down alongside AMD engineers and dropped three new keywords—Neural Arrays, Radiance Cores, Universal Compression—my first thought wasn’t “Great, more ray tracing.” It was: “Finally, they’re tackling bandwidth and ditching brute-force hacks.” After a PS5 generation spent toggling between 60 fps Performance modes and 30 fps Quality modes (with timid RT reflections and FSR shimmering on my 65″ OLED), this is the fight I’ve been waiting for.

It took me a few minutes to see why this announcement feels different from the usual marketing spin. The trigger was the trio: a smarter light pipeline (Radiance Cores), a cooperative compute fabric (Neural Arrays), and aggressive data compression/decompression (Universal Compression). It’s the holy trinity of this generation: credible lighting, practical AI, and memory efficiency. If you’ve ever tweaked your upscaler settings to hide aliasing, you get the idea.

Key PS6 Hardware Specs (Project Amethyst)

CPU8× Zen 6 cores @ ~3.0 GHz (estimated), enhanced AI scheduling on CPU
GPURDNA 5-based, 40–48 CUs @ ~2.5 GHz (estimated), 65% more performance per CU vs PS5 Pro
MemoryGDDR7 @ 160-bit (or 192-bit) bus, Universal Compression for higher effective bandwidth
CacheOn-die Infinity-style cache (TBD size) to reduce VRAM round trips
StoragePCIe 5.0 NVMe SSD with hardware decompression aligned to Universal Compression
Display Targets4K @60 fps stable with RT, up to 120 Hz on lighter loads, VRR support
RetrocompatibilityPS5/PS5 Pro games, plus “Amethyst modes” for enhanced visuals on legacy titles

*Specs tentative, final details TBD. Focus is on memory efficiency, smarter RT, and real-time AI.

Why I’m Most Excited About Universal Compression

Everyone will gush about Radiance Cores enabling more path tracing on a console. That’s expected. Oddly, the sleeper hit for me is Universal Compression. The ugly truth of PS5/Series bottlenecks isn’t lack of raw TFLOPS—it’s data bandwidth and locality. Developers scramble with meshlets, aggressive streaming, BVH hierarchies, custom denoisers, and upscalers like FSR just to keep frames from tanking. When VRAM traffic spikes, frame-times spike. L2/L3 cache misses blow budgets. When 4K textures can’t fit, we slash anisotropy or cull draw distance, and RT budgets go out the window.

If Universal Compression delivers, it means stripping out “fat” from textures, normals, G-buffers, maybe even BVH trees or vertex streams—and decompressing them in dedicated hardware without stealing GPU cycles. The payoff: higher “effective” bandwidth without the usual energy penalty. Invisible magic that can flip a “near-stable” 40 fps mode into locked 60 fps.

The Real Struggle Today: What Current Consoles Can’t Sustain

I game on a 4K 120 Hz TV with VRR. I crave 60 fps, but I still switch to 30 fps RT modes for atmosphere, then back to 60 when micro-hitches and blur kill immersion. It’s not that we can’t trace rays—it’s that we can’t trace them fast enough with enough samples, then denoise cleanly without destroying detail or input responsiveness. It’s a chain: RT acceleration, temporal accumulation, denoising, upscaling—any weak link, and the whole pipeline wobbles.

PS5 Pro boosted GPU time with PSSR upscaling and a higher GHz, but without fresh RT acceleration and no leap in memory efficiency, you hit diminishing returns. That’s why this announced trinity resonates: Radiance Cores (next-gen RT far beyond AMD’s previous Ray Accelerators), Neural Arrays (16 ms-budgeted ML denoisers/upscalers/animation), and Universal Compression (to stop choking the data pipes).

Technical Deep Dive: Breaking Down the Three Pillars

1. Radiance Cores: RT Reimagined for Real-Time

“Ray tracing” alone means little; the crux is BVH traversal, shader handling (miss, hit, any-hit), intersection tests, and amortizing cost across complex scenes. AMD’s original console RT hardware did okay for first-gen, but lagged PC competition in perf/watt. Radiance Cores hint at a deeper redesign—more than just extra units.

Here’s what to watch for:

  • Hardware-accelerated BVH traversal with fewer memory dependencies and more compact structures (hand-in-glove with Universal Compression).
  • Dedicated “fast paths” for common real-time rays—shadows, single-bounce GI, reflections—so console workloads hit happy-path cases, not worst-case.
  • Tight coupling with denoising, whether via improved traditional filters or ML kernels that run on Neural Arrays. Without both, 16.6 ms budgets are impossible.

The real payoff? Hybrid path tracing: no, not 4–5 brute-force bounces at 4K 60 fps. But a clean direct bounce, one or two importance-sampled bounces, plus ML-powered gap-filling. Feasible if Radiance Cores slash raw cost and denoisers deliver true real-time latency.

2. Neural Arrays: AI That Plays Nice with Frame-Times

“AI” is an umbrella term. The clue is in “arrays” and “cooperative.” I interpret this as a woven fabric of specialized compute blocks (matrix-multiply, convolutions) that work shoulder-to-shoulder with the GPU and share data without round-tripping through main memory. The standout use cases: denoising and upscaling.

On PC, ML upscalers and denoisers hog GPU cycles or force a CPU offload. On PS6, Neural Arrays are peer-level compute resources. They can:

  • Run denoisers faster than traditional filters, cleaning RT noise with fewer temporal artifacts.
  • Power next-gen upscalers—think 4K native output from 1440p input—while preserving sharp edges.
  • Enable AI-driven animation tweaks, such as auto-inbetweens or texture streaming hints, all within a 16 ms frame budget.

The magic is low latency and high bandwidth between the GPU and Neural Arrays. No more stalling the GPU while an ML kernel crunches numbers in an isolated island.

3. Universal Compression: Data Thinning Without the Pain

Think of Universal Compression as a universal ZIP for GPU assets: textures, vertex data, BVH nodes, maybe even G-buffer layers. But it’s loss-tuned for visual fidelity and handled by dedicated logic, so decompression costs a few cycles while cutting memory traffic by a big factor.

Practical gains include:

  • Effective memory bandwidth uplift—imagine doubling data throughput with minimal energy overhead.
  • Reduced cache thrashing—when assets fit better in on-die caches, latency plummets.
  • More headroom for RT and AI pipelines—data isn’t starved mid-frame.

Given modern GPUs struggle with uncompressed 4K assets and denoiser weight, this compression layer could be the single biggest efficiency boost under the hood.

For Developers: Performance Budgets & Workflows

Here’s a practical rundown for teams gearing up to target PS6:

  • RT Budget: Allocate ~30–40% of frame-time to Radiance Cores for primary rays and first bounces. Fallback to denoised hybrid modes for secondary bounces.
  • AI Budget: Reserve ~2–3 ms on Neural Arrays for denoising and ~1 ms for upscaling. That leaves ~10 ms for raster workload in a 16 ms frame.
  • Compression Workflow: Integrate texture/video compression in build pipelines. Target 4:1 compression ratios on assets with minimal quality loss in-game. Decompression is on-chip and transparent.
  • Cache Optimization: Structure data streams to exploit on-die Infinity Cache. Group draw calls by material and BVH set to minimize VRAM pulls.

These guidelines assume a 4K 60 fps target. For 120 Hz modes, reduce RT rays or drop to 1440p internal, pushing upscaler from Neural Arrays.

What This Means for Players

  • Smoother 4K60FPS: Hybrid RT with ML denoise and upscaling keeps frames locked at 60, even in ray-rich scenes.
  • Sharper Visuals: Neural upscaling preserves fine detail—no more blur or shimmering when you switch modes.
  • Fast Load & Stream: SSD plus Universal Compression means shorter load times and pop-ins, smoother open worlds.
  • Consistent Input: Lower latencies thanks to on-chip caches and dedicated AI lanes—every button press feels snappy.

Conclusion & TL;DR

Project Amethyst’s reveal isn’t just another GPU clock-speed bump. Radiance Cores promise hardware-level ray tracing tuned for common console paths. Neural Arrays add real-time AI horsepower without stalling the GPU. Universal Compression slashes data bloat, boosting effective bandwidth. Together, they target the true weakness of modern consoles: data starvation. For players, that means stable 4K @60 fps (even with RT), sharper visuals, and faster load/stream experiences. For developers, it’s a new set of pipelines to balance RT, AI, and compression budgets. If these pillars deliver on their promises, PS6 could feel like a quantum leap in console graphics efficiency—finally chasing the right bottleneck instead of just raw brute force.

G
GAIA
Published 12/17/2025
8 min read
Tech
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