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June Update: PlayStation 6 and PlayStation Portable future visions

 The recent PlayStation video about the "simulated" technology in development, discussed between AMD and Sony engineers that will power the PlayStation 6 was interesting from a geek point of view. But from a gameplay perspective, there is - IMO - no need for a PlayStation 6 for another few years. Especially with the limp Xbox is-it-isn't-it launch

June 2026 Update: The latest snippet of gossip for Sony's next-gen systems is a modular/external drive that will connect to both devices. Allowing installation on the portable of physical games, and reducing the cost of the PS6 by making the Blu-ray an accessory (like the PS5 Slim). 

I prefer the idea of a dedicated dock on the PS6 that connects the next Portable to your entire PSN library, and they'd better make it work as an extra controller, but I'm sure there are practical benefits to the extra drive.  

That should also boost sales of PS4 and PS5 physical games, especially on the second-hand market, as folk look to build their library without paying digital prices. 

Prices are firming up around $899 for the PlayStation 6 and from $499 for the PlayStation Portable. Again, the rising costs of silicon could punt those prices up a bit or a lot. Hopefully Sony has hedged with AMD and DDR7 memory/SSD providers to ensure a plentiful supply. 

As for the release date, late 2027/early 2028 looks like the sweet spot, but Sony could go early if PS5 sales continue to drop (1.5 million in the last quarter). 

April 2026 Update: Compatibility with PS5 and PS4 games seems to be locked-in, as anything the PS6 full fat hardware the portable versions should be able to do as well, with near-invisible trade-offs at the silicon level. 

Prices are firming up too with estimates around the PlayStation 6 handheld at between $500 to $700 and a PlayStation 6 at $700 to $1,000, depending on the deepening silicon crisis and Sony's budgeting wizards. 

Only a few developers around the world could afford to take advantage of it for AAA+ budget games. Everyone else is still barely cutting the skin of the PS5's power, and most western smaller/indie or many Japanese developers never will. Fun gameplay and cartoony visuals just don't need that degree of power. 

Winter 2025 Update: One belated thought, given the traditional cadence between portable and full-fat console. I wonder if Sony would launch this new tech on a portable first, creating a test-bed for smaller developers to get used to it, as the PSP and Vita became indie hit machines? 

Encouraging more/newer devs to work with and prepare for the advanced PS6 tech as it comes around would be helpful, especially as the portable landscape continues to fragment.  

Where the tech gets interesting is cramming the full fat experience into a portable console, aka the PlayStation 6 Portable or the PSP3, whatever they decide to call it. (cheesy AI creation image alert!) 


The universal compression, radiance core, and neural array feature could squish a lot of compute power into a very small, efficient, processing stack that could deliver current and next-gen visuals and performance on a portable screen (without melting the case or burning fingers). 

Whatever happens, I hope these features make for a great symbiosis between the next PlayStation Platforms, and Sony finally manage to run two platforms in parallel without sacrificing the portable element whenever markets wobble Sony's stock price.  

Full text on the tech features below:

🎮 Neural Arrays – instead of a bunch of compute units working separately, we’ve built a way for them to team up… sharing data and processing together like a single, focused AI engine.  This changes the game for neural rendering: bigger ML models, less overhead, more efficiency, and far greater scalability as workloads grow.​

☀️ Radiance Cores – a new dedicated hardware block designed for unified light transport.  It handles ray tracing and path tracing in real time, pushing lighting performance to a whole new level.  This lets the GPU focus on what it does best: shading the scene.  The result?  A cleaner, faster, and more efficient pipeline, built for the next generation of ray-traced games.​

​🧠 Universal Compression – a system that evaluates every piece of data headed to memory, not just textures, and compresses it wherever possible.  Only the essential bytes are sent, dramatically reducing memory bandwidth usage.  This means the GPU can deliver more detail, higher frame rates, and greater efficiency.​



Currently playing on my Vita/PS3/PS4/PS5


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