AMD Playstation 5 Pro GPU vs NVIDIA Rubin GPU Comparison

AMD
RADEON

AMD Playstation 5 Pro GPU

CORE STATE Viola
VRAM 16 GB
CLOCK SPEED 2350 MHz
TDP 232 W
BUS WIDTH 256 bit
ARCHITECTURE RDNA 2.0
nm
PROCESS 4 nm
LAUNCH DATE 2024
VS
NVIDIA
GEFORCE

Rubin GPU

CORE STATE GR100
VRAM 288 GB
CLOCK SPEED 2267 MHz
TDP 2300 W
BUS WIDTH 16384 bit
ARCHITECTURE Rubin
nm
PROCESS 3 nm
LAUNCH DATE 2026

Analysis: AMD Playstation 5 Pro GPU vs NVIDIA Rubin GPU

The Verdict

The database places both the AMD Playstation 5 Pro GPU and the NVIDIA Rubin GPU at the 50th percentile among all recorded graphics processors, with no benchmark scores or head-to-head wins registered for either part. The Playstation 5 Pro GPU is an active console-class part aimed at a fixed hardware target, while the Rubin GPU is an active server-class accelerator with no display outputs. The data indicates these are not competing products in any meaningful sense: one is a 232 W console GPU with 16 GB of GDDR6, the other is a 2300 W SXM module with 288 GB of HBM4. A user constrained to a console platform would select the Playstation 5 Pro GPU; a data center operator building a Rubin-generation server node would select the NVIDIA Rubin GPU. Neither part can substitute for the other in its respective environment.

Architecture Differences

The Playstation 5 Pro GPU uses the Viola chip, built on RDNA 2.0 architecture, and is manufactured on a 4 nm process at TSMC. The die measures 279 mm² and contains 21,000 million transistors, yielding a transistor density of 75.3M per mm². It is a Sony console GPU from the Console GPU (Sony) generation. The Rubin GPU uses the GR100 chip, built on Rubin architecture, and is manufactured on a 3 nm process at TSMC. The die measures 1456 mm² and contains 336,000 million transistors, yielding a transistor density of 230.8M per mm². It belongs to the Server Rubin (Rxx) generation and succeeds Server Blackwell in NVIDIA's lineup.

The two chips differ fundamentally in transistor budget and die area. The Rubin GPU packs 16 times the transistor count of the Playstation 5 Pro GPU across a die that is roughly 5.2 times larger. The density advantage also belongs to Rubin, at 230.8M transistors per mm² versus 75.3M. Clock behavior is inverted: the Playstation 5 Pro GPU runs at a base of 2170 MHz and a boost of 2350 MHz, while the Rubin GPU runs at a base of 700 MHz and a boost of 2267 MHz. The console chip sustains a higher base clock, but the server chip boosts to a similar peak frequency despite the enormous difference in scale.

Memory architecture is another major divergence. The Playstation 5 Pro GPU uses 16 GB of GDDR6 on a 256 bit bus, with memory clocked at 2250 MHz (18 Gbps effective) and bandwidth of 576.0 GB/s. The Rubin GPU uses 288 GB of HBM4 on a 16384 bit bus, with memory clocked at 2695 MHz (10.8 Gbps effective) and bandwidth of 22.1 TB/s. The server part has 18 times the memory capacity and roughly 38.4 times the bandwidth. The bus width difference, 16384 bit versus 256 bit, explains the bandwidth gap.

Compute resources also scale dramatically. The Playstation 5 Pro GPU has 3840 shading units, 240 texture mapping units, and 64 render output units. The Rubin GPU has 28672 shading units, 896 texture mapping units, and 24 render output units. The NVIDIA part carries 896 tensor cores; the AMD part reports no tensor cores. The Rubin GPU has about 7.5 times the shading units and about 3.7 times the texture mapping units, but the Playstation 5 Pro GPU has 2.7 times the render output units. Pixel rate favors the console part at 150.4 GPixel/s versus 54.41 GPixel/s, while texture rate favors the server part at 2,031.2 GTexel/s versus 564.0 GTexel/s. FP32 throughput is 18.05 TFLOPS for the Playstation 5 Pro GPU and 130.0 TFLOPS for the Rubin GPU. FP16 throughput is 36.10 TFLOPS for the console part and 260.0 TFLOPS for the server part, both expressed at a 2:1 ratio.

Feature support differs as well. The Playstation 5 Pro GPU exposes OpenGL 4.6 and Vulkan 1.2, with DirectX listed as N/A. The Rubin GPU lists N/A for DirectX, OpenGL, and Vulkan, consistent with a server accelerator that exposes no conventional graphics APIs. The Playstation 5 Pro GPU has one HDMI 2.1 output and one USB Type-C output; the Rubin GPU has no outputs. The console part measures 386 mm by 216 mm by 89 mm. The Rubin GPU is an SXM module with no dimensions recorded. Power requirements are similarly lopsided: the Playstation 5 Pro GPU is rated at 232 W, while the Rubin GPU is rated at 2300 W with a suggested power supply of 2700 W. The Rubin GPU connects via PCIe 6.0 x16; the Playstation 5 Pro GPU has no bus interface recorded.

Where Each One Wins

The Playstation 5 Pro GPU wins in several characteristics that matter for a fixed console footprint. It has a far higher pixel rate, 150.4 GPixel/s versus 54.41 GPixel/s, which reflects its 64 render output units against the Rubin GPU's 24. It also operates at a much higher base clock, 2170 MHz versus 700 MHz, and a slightly higher boost clock, 2350 MHz versus 2267 MHz. Its power draw is dramatically lower at 232 W versus 2300 W, which suits a console chassis rather than a server rack. The console part also has display outputs, including HDMI 2.1, while the server part has none. In raw shading throughput, however, the Rubin GPU dominates: its 130.0 TFLOPS FP32 output is 7.2 times the Playstation 5 Pro GPU's 18.05 TFLOPS. The texture rate is also far higher on the server part, 2,031.2 GTexel/s versus 564.0 GTexel/s.

The Rubin GPU wins in memory capacity, memory bandwidth, transistor count, die size, and compute throughput. Its 288 GB of HBM4 and 22.1 TB/s of bandwidth are in a different class from the 16 GB and 576.0 GB/s of the Playstation 5 Pro GPU. The tensor core count of 896 gives the Rubin GPU a capability the console part does not record at all. The 3 nm process node is one step ahead of the 4 nm node used by the console chip. The Rubin GPU is a server module with no display path, which is consistent with its role in the database as a compute accelerator. The Playstation 5 Pro GPU is a console part with a defined physical footprint and a consumer display interface.

FAQ

Q: Which GPU has more shading units?

A: The NVIDIA Rubin GPU has 28672 shading units, compared to 3840 on the AMD Playstation 5 Pro GPU.

Q: How much memory does each GPU have?

A: The Playstation 5 Pro GPU has 16 GB of GDDR6 on a 256 bit bus. The Rubin GPU has 288 GB of HBM4 on a 16384 bit bus.

Q: What is the bandwidth difference?

A: The Rubin GPU delivers 22.1 TB/s of memory bandwidth, while the Playstation 5 Pro GPU delivers 576.0 GB/s.

Q: Do both GPUs support display outputs?

A: No. The Playstation 5 Pro GPU has 1x HDMI 2.1 and 1x USB Type-C. The Rubin GPU has no outputs.

Q: What process nodes are used?

A: The Playstation 5 Pro GPU uses a 4 nm process at TSMC. The Rubin GPU uses a 3 nm process at TSMC.

Q: What is the power draw of each?

A: The Playstation 5 Pro GPU is rated at 232 W. The Rubin GPU is rated at 2300 W, with a suggested power supply of 2700 W.

Head-to-Head Benchmarks

The database records no head-to-head benchmark results between the Playstation 5 Pro GPU and the Rubin GPU, and neither part has an average benchmark score or a win count. The comparison therefore rests on the recorded specifications. The largest single gap in favor of the Rubin GPU is memory bandwidth: 22.1 TB/s versus 576.0 GB/s, a difference of roughly 38.4 times. The next largest is transistor count, with the Rubin GPU at 336,000 million transistors versus 21,000 million, a 16 times difference. FP32 throughput shows a 7.2 times advantage for the Rubin GPU at 130.0 TFLOPS versus 18.05 TFLOPS. FP16 throughput shows a similar ratio, 260.0 TFLOPS versus 36.10 TFLOPS, about 7.2 times. Texture rate favors the Rubin GPU at 2,031.2 GTexel/s versus 564.0 GTexel/s, a 3.6 times difference. Memory capacity favors the Rubin GPU at 288 GB versus 16 GB, an 18 times difference. Die size favors the Rubin GPU at 1456 mm² versus 279 mm², about 5.2 times. Shading units favor the Rubin GPU at 28672 versus 3840, about 7.5 times. Tensor cores exist only on the Rubin GPU, which records 896 of them.

The Playstation 5 Pro GPU holds advantages in the opposite direction. Pixel rate is 150.4 GPixel/s versus 54.41 GPixel/s, a 2.8 times advantage. Render output units are 64 versus 24, a 2.7 times advantage. Base clock is 2170 MHz versus 700 MHz, a 3.1 times advantage. Boost clock is 2350 MHz versus 2267 MHz, a modest 3.7 percent advantage. Power draw is 232 W versus 2300 W, meaning the console part consumes roughly one tenth the power of the server part. Transistor density is lower on the Playstation 5 Pro GPU at 75.3M per mm² versus 230.8M per mm², a 3.1 times advantage for the Rubin GPU. The Playstation 5 Pro GPU also has a smaller memory bus at 256 bit versus 16384 bit, and a lower memory clock at 2250 MHz versus 2695 MHz.

The release dates place the two parts in different windows. The Playstation 5 Pro GPU has a release date of 2024-11-06 and a launch MSRP of 699 USD. The Rubin GPU has a release date of 2025-12-31 and no launch MSRP recorded. The production status of both is Active in the database. The Playstation 5 Pro GPU has no predecessor or successor listed, while the Rubin GPU lists Server Blackwell as its predecessor. The Rubin GPU is the only one of the two with a bus interface recorded, PCIe 6.0 x16, and the only one with a slot width, SXM Module. The Playstation 5 Pro GPU is the only one with dimensions recorded, 386 mm by 216 mm by 89 mm.

The benchmark data, such as it is, shows no overlap in workload profiles. The Playstation 5 Pro GPU is a console GPU with a fixed 16 GB memory pool, a 232 W power envelope, and a display output path. The Rubin GPU is a server accelerator with 288 GB of HBM4, a 2300 W power envelope, and no display output path. The recorded specifications indicate that the Rubin GPU is built for compute density and memory throughput, while the Playstation 5 Pro GPU is built for rasterization throughput within a console power budget. The pixel rate difference, 150.4 GPixel/s versus 54.41 GPixel/s, is the clearest specification-level sign of that split: the console part dedicates more of its silicon to render output, while the server part dedicates more to shading, texturing, and memory bandwidth.

DETAILED SPECIFICATIONS

SPECIFICATION
Playstation 5 Pro GPU
Rubin GPU
Core Specs
Shading Units
3,840
28,672 +646.7%
Shaders
3,840
28,672 +646.7%
TMUs
240
896 +273.3%
ROPs
64
24 -62.5%
Compute Units
60
SM Count
224
Clocks
Base Clock
2170 MHz
700 MHz
Boost Clock
2350 MHz
2267 MHz
Memory Clock
2250 MHz 18 Gbps effective
2695 MHz 10.8 Gbps effective
Memory
Memory Size
16 GB
288 GB
VRAM (MB)
16,384
294,912 +1700.0%
Memory Type
GDDR6
HBM4
Memory Bus
256 bit
16384 bit
Bandwidth
576.0 GB/s
22.1 TB/s
Cache
L1 Cache
256 KB (per SM)
L2 Cache
4 MB
128 MB
Performance
Pixel Rate
150.4 GPixel/s
54.41 GPixel/s
Texture Rate
564.0 GTexel/s
2,031.2 GTexel/s
FP32 (TFLOPS)
18.05 TFLOPS
130.0 TFLOPS
FP64 (TFLOPS)
1,128.0 GFLOPS (1:16)
32.50 TFLOPS (1:4)
FP16 (TFLOPS)
36.10 TFLOPS (2:1)
260.0 TFLOPS (2:1)
AI/RT
Tensor Cores
896
Power
TDP
232 W
2300 W
TDP (W)
232
2,300 +891.4%
Suggested PSU
2700 W
Architecture
Architecture
RDNA 2.0
Rubin
GPU Name
Viola
GR100
Generation
Console GPU (Sony)
Server Rubin (Rxx)
Process Size
4 nm
3 nm
Transistors
21,000 million
336,000 million
Die Size
279 mm²
1456 mm²
Foundry
TSMC
TSMC
Density
75.3M / mm²
230.8M / mm²
API Support
OpenGL
4.6
Vulkan
1.2
OpenCL
1.2
3.0
CUDA
10.7
Physical
Slot Width
SXM Module
Length
386 mm 15.2 inches
Height
216 mm 8.5 inches
Outputs
1x HDMI 2.11x USB Type-C
No outputs
Bus Interface
PCIe 6.0 x16
Other
Launch Price
699 USD
Production
Active
Active
Predecessor
Server Blackwell
View Playstation 5 Pro GPU Details View Rubin GPU Details