Review

PlayStation 5 devrait durer jusqu'en 2032, dépassant la PlayStation 4

  • Updated December 3, 2025
  • Esme Lane
  • 63 comments

La PlayStation 5 devrait devenir le point d'entrée plus abordable pour le jeu sur console, tout comme le fait actuellement la Xbox Series S. Étant donné sa position établie et son soutien continu, il y a une forte confiance quant au fait que la PS5 restera une plateforme pertinente et viable pendant plusieurs années, probablement jusqu'en 2032 au moins.

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63 Comments

  1. C’est intéressant de voir que la PS5 pourrait rester pertinente jusqu’en 2032, en devenant le point d’entrée abordable, un peu comme la Xbox Series S aujourd’hui. Perso, je joue encore sur ma PS4 et je me demandais justement si c’était le bon moment pour passer à la PS5, mais si sa durée de vie est si longue, ça rend l’investissement plus rassurant. Vous pensez que les jeux cross-gen vont continuer aussi longtemps ?

    1. Merci pour votre commentaire, et c’est vrai que votre PS4 montre à quel point ces consoles ont une longue durée de vie ! Concernant les jeux cross-gen, il est probable qu’ils continuent encore quelques années, car les développeurs visent un large public, mais l’accent se déplacera progressivement vers des titres exclusifs PS5 pour exploiter pleinement ses capacités. Pour vous aider à décider du bon moment pour passer à la PS5, je vous suggère de suivre les annonces des éditeurs pour voir quels futurs jeux vous intéressent resteront sur PS4. N’hésitez pas à revenir nous dire quels jeux vous font particulièrement hésiter dans votre choix !

  2. This should be fine, right? Unlike the Series S situation, there shouldn’t be any issues. Will we receive free PS6 upgrades, or will we need to pay again? Platforms like Xbox release a single version and use Smart Delivery to provide the appropriate version for your hardware.

  3. The PS6 will rely heavily on machine learning and ray tracing, which the PS5 lacks. The rumored PlayStation handheld may share similar features with the PS6 but will have lower raw performance. Think of it like the Xbox Series S, which offers the same features as the Series X but with less power. The handheld would be a better comparison in this case.

    1. The PS6 is expected to focus heavily on machine learning and ray tracing capabilities, which the PS5 lacks. While the rumored PlayStation handheld might share some of these features, it won’t match the PS6’s raw performance. This shift should lead to more realistic graphics, smarter AI behavior, and enhanced visual effects compared to the PS5.

    2. The PS5 includes Ray Tracing cores but lacks the RDNA 4 AI Accelerators expected in the PS6, though it can utilize PSSR as a fallback.

      In terms of performance, the PS5 is about nine times faster than the PS4. Based on credible leaks, the PS6 will only be roughly twice as powerful as the PS5 in pure rasterization, comparable to a 9070XT or 5070Ti.

      Considering the PS4 remained relevant for about three years into the PS5 generation despite being significantly less powerful and missing features like Ray Tracing and an SSD, how long might the PS5 last into the PS6 generation? It will only be half as powerful but already has basic Ray Tracing and upscaling capabilities.

      This scenario is similar to the Xbox Series S, which is approximately three times less powerful than the Series X and has weaker ray tracing, yet it has maintained game parity with some compromises. A comparable dynamic can be expected between the PS5 and PS6.

      The handheld version will likely offer performance between the PS5 and PS6.

      1. Do you know how the PS6 will compare to the PS5 Pro? I’m a bit confused about their plans for the portable version. They probably have data showing that some people only want a handheld device. We’ll have to wait for the official announcements.

        1. The PS6 is expected to be 50% faster than the PS5 Pro, which performs at roughly the level of an RX 9060 XT. Additionally, Sony is focusing on the growing handheld market to expand its reach.

          1. It’s interesting to see Valve’s recent announcement, which might prompt Sony to reconsider the timing and selection of games they release on Steam.

      2. The PS6 handheld’s processing power is roughly half that of the PS5. While architectural improvements will help, overall performance will still be lower. However, this isn’t a major concern, as the PS5’s power saving mode demonstrates that baseline performance is achievable in a handheld format by reducing resolution to 1440p and capping the frame rate at 30 FPS. The best part is that the power saving mode can still be optimized further, since compatible games currently only drop to 1440p. Lowering the resolution to 1080p would save even more performance and power.

    3. This confirms that the PS5 will remain relevant well into the PS6’s lifespan, even longer than the PS4 did during the PS5 era. The rumored handheld will be comparable to the Series S in the context of the PS6, while the PS5 will be considered last generation, similar to the Xbox One.

    4. I understand your point, but the Xbox Series X and PS5 already struggle with hardware ray tracing, which is why it’s often omitted from Series S versions. Although the Series S also has hardware ray tracing, it lacks the power to effectively use it in graphically demanding games.

      1. The developers of games like Indiana Jones didn’t use traditional lighting methods, instead relying fundamentally on ray tracing. Next generation, we can expect more games to skip traditional lighting to reduce artists’ workloads. Many developers this generation treated ray tracing as an optional feature, making it easy to disable on systems like the Series S.

        Ray tracing enables WYSIWYG (what you see is what you get), replacing approximate representations with the exact final look on PC or console, eliminating time-consuming bakes. This results in a 10x to 100x improvement in iteration time. For instance, a lighting artist can adjust a light during a meeting to darken a spot, showcasing the creative power this brings to development.

        Source: Digital Foundry

        1. I understand your point, but before the next generation has a large enough install base to support AAA game budgets, there will need to be a lengthy crossover period. I remember Rich from Digital Foundry noting that while the previous crossover was long, the upcoming one will be even longer.

    5. The difference is that games on the PS6 will use path tracing with high-quality 4K upscaling at 60 FPS, while the same games on the PS5 will use lower-quality ray tracing with less effective 4K upscaling and 30 or 60 FPS, depending on the title. However, the PS6 won’t make these games impossible to run on the PS5.

      If the PS4 could still receive cross-generation games four or five years into the PS5 era, despite its HDD and outdated Jaguar cores (which were already weak when the PS4 launched in 2013), then the PS5 is likely to serve as the lower-spec model for the next cross-generation period for a long time. The SSD, decompression chip, and Zen 2 architecture as a baseline will ensure that.

        1. From 1440p to 4K upscaling? Sure. The more advanced RT cores and improved machine learning architecture for denoising in the PS6 will make a significant difference.

          Leaked chips for the next generation suggest overall performance surpassing the 9070XT, with more advanced features. For instance, Kepler estimates that ray tracing in RDNA5, particularly in the PS6 chip, will be comparable to the 5090’s RT performance. This is plausible given that we’re discussing ray tracing for a mid-generation GPU in 2027 using AMD’s next-gen architecture.

          Currently, the 9070XT handles path tracing at about 30-40 FPS with upscaling. However, it’s worth noting that even RDNA4 still relies on compute units for ray tracing processing. Dedicated RT cores will lead to major performance gains. For example, full path tracing in Indiana Jones achieves around 60 FPS on a 5070 Ti but only half that on the 9070XT, highlighting the advantage of Nvidia’s dedicated RT cores. RDNA5 represents AMD’s most significant architectural overhaul since 2019, finally incorporating dedicated RT cores to accelerate ray tracing.

          Additionally, cross-generation compatibility will play a larger role next generation. We can likely expect games to run on PS5 at low settings, PS5 Pro at medium settings, and PS6 at high or ultra settings.

        1. “Compromised” might be too strong a word. The base PS5 could become a 30-40 fps machine for games built around ray tracing, while the Pro model hits 60 fps. The PS6 would then offer significantly better ray tracing at 60 fps or higher. Some games that currently run at 90 fps on PS5 may have future versions that hover around 65-70 fps.

        2. Not compromised, just scaled down. This is similar to the PS4 and PS5, where the PS4 had lower resolution and framerate. It’s simply a matter of lower graphics settings.

        3. Yes, the main limitation going forward will be RAM capacity. This is why PC GPUs with only 8GB of VRAM are unlikely to remain viable for long, even on low settings, as games are increasingly demanding more memory. However, the PS5 should remain adequate in this regard, since games currently use about 12.5GB of its 16GB total RAM. If necessary, Sony could potentially free up an additional 1GB by reducing the OS footprint, bringing available memory to 13.5GB. This would align it more closely with the PS5 Pro, which reserves an extra 1.2GB for machine learning and ray tracing enhancements.

          1. PSSR won’t run on a standard PS5 because the 2020 console’s machine learning capabilities are limited. Features like PSSR require a certain level of performance to function.

            Additionally, the PS5’s RAM is shared between the CPU and GPU. For comparison, low-spec PCs typically have 8 GB of VRAM and 8–16 GB of system RAM.

          2. The current PS5 hardware won’t support future features as-is. FSR4 requires INT8 support, which the RDNA2 GPU lacks, and PSSR has similar requirements. That’s why a simplified or forked version would be necessary if possible.

            Regarding memory, the PS5’s shared 12.5GB pool gives developers more high-bandwidth memory for GPU tasks when needed, unlike 8GB VRAM PCs which are limited to that amount for graphics. Console development also benefits from low-level optimization and minimal background resource usage, whereas Windows consumes VRAM even at idle.

            PC GPUs lack direct fast storage access, requiring constant data swapping between VRAM and system RAM. While DirectStorage aims to address this, few games currently support it. Console APUs with shared memory and direct storage access avoid this limitation entirely.

            Looking ahead, 8GB VRAM PCs will face more significant memory constraints than the PS5.

          3. Technologies such as FSR4 and PSSR require specific machine learning capabilities, which can’t be achieved by just increasing the hardware specs. The PS5 lacks the dedicated hardware found in models like the PS5 Pro, limiting its ability to handle intensive ML tasks. If compatibility were the only factor, ray tracing would run smoothly on the PS4 and Xbox One. However, one game did include hardware-accelerated ray tracing, but performance was poor on older consoles due to their lack of specialized hardware support.

          4. I simply noted that in the future, to streamline a cross-platform pipeline for PS5, PS5 Pro, and PS6, Sony might implement a simplified, forked version of PSSR for PS5. This would serve as an alternative to FSR 3 for developers, potentially offering better results.

      1. The year is 2032. The PS6 Pro has just been released, and those who bought the original PS6 at launch are already complaining that the generation hasn’t truly started due to a lack of next-gen exclusives. History has a way of repeating itself.

      2. I believe this approach could hurt sales over time. Many people may not feel the need to upgrade if their current console remains functional. For example, numerous gamers are still using Xbox One consoles due to the extended cross-generation game support.

  4. We won’t see the full potential of consoles until games are developed exclusively for current-generation hardware like the PS5. That’s why releasing another new console soon seems unnecessary. This generation has been underwhelming for me—the Astro Bot demo set a high bar for what the console can do, but I haven’t seen any games truly maximize its capabilities. I’m considering investing in a high-end PC instead, since having access to a wide range of games is becoming more appealing than the convenience of a console I rarely use.

  5. As someone who’s been around for a while, it’s disappointing that new hardware no longer guarantees unique experiences you can’t get elsewhere. I remember when systems like the PS1 and Dreamcast launched—while the Dreamcast was sometimes seen as more of a 5.5-generation console, it still felt distinct. I get a similar sense with the PS5, which feels more like an 8.5-generation system.

    That said, I understand that games are more scalable now, we’ve reached a plateau in many areas, and the hardware is only beginning to be fully utilized, so it does make sense.

    1. Technological progress may not advance as quickly as it could until we achieve AGI or see breakthroughs from another world war. This is largely because there’s little incentive for rapid innovation when companies profit just as much without it.

  6. The capabilities can build upon each other:

    The PS5 will serve as the 1080p to 4K 30fps machine with light ray tracing features.

    The PS6 will target 1440p to 4K with full ray tracing or path tracing at 60fps, using PSSR2.

    The PS5 Pro will deliver full ray tracing at 1200p to 4K 30fps, also with PSSR2.

    A PS6 portable device would run the PS5 version at 720p to 1080p 30fps, consuming 15–20W with PSSR2.

    This approach suggests Sony will likely keep the previous generation as the baseline, which would also support the current portable device. It could evolve into a smartphone-like market, where you can upgrade every three years, opt for mid-cycle refreshes, or skip generations—while games remain fundamentally the same, with features adjusted based on console performance.

    1. I bought the Pro at launch and have been setting aside $35 each month for the next upgrade. By the time it’s available, I can upgrade right away without feeling the cost, and I’ll also be able to sell my PS5 Pro for a decent price. I don’t understand the complaints—the PS6 Pro and Slim models seem like excellent value for the money.

    1. While EA Sports FC might be an exception, that’s not unprecedented—FIFA games continued releasing on PS2 until 2013.

      However, even major free-to-play gacha games are beginning to move beyond the PS4. Developing ambitious new content and optimizing it for the console’s HDD and Jaguar CPU cores is increasingly challenging.

  7. This is just corporate talk to boost sales. The console already lacks games and won’t receive much support beyond titles like Call of Duty and FIFA. It will follow the same pattern as every generation, lasting another two years with only niche game support.

  8. It makes sense that the PS5 will continue to receive games well into the PS6’s lifespan. After all, PC games don’t stop supporting the RTX 3060 just because the RTX 5060 is released. Cross-generation support is becoming the standard, which could also lead to more graphics customization options in console games.

  9. According to the article, the PS5 is in the “middle of the journey.” Since it’s been out for five years, that suggests another five years of support. If the PS6 launches around 2027, that would mean about three years of cross-generation releases—less than the PS4, especially considering games like Call of Duty are still being released on it this year.

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