Square Enix: graphics of the Playstation 5 are identical to those of PC
Square Enix President Yousuke Matsuda makes intrepid claims about the capacities of the PlayStation 5, he suggests great things for the publisher's next-generation Project Athia game.
According to the director of Square Enix, the PlayStation 5 can offer images and graphics similar to those of a current PC Gamer. Well, not similar, but almost identical…. Matsuda says the PS5 is capable of offering ray traced lighting effects that are essentially the same as those found in PC games. In a recent interview with Toyo Keizai Plus, the company's president Yousuke Matsuda says that the PlayStation 5 has the best console technology and discusses how his team is using the technology to build Project Athia, the only PS5 game announced by the editor. The power and architecture of the PS5 could finally unleash the immense power of the Luminous Engine, which is part of its new graphics engine. The Athia Project may use dynamic lighting with day-to-night cycles and real-time light reflections and shadows in conjunction with ray tracing to deliver next-generation visual images.
"The PS5 dramatically improves video technology, with the implementation of ray tracing technology that reflects light. Compared to what you see on the PC, it's almost identical, "said Matsuda.
"The Project Athia game (working title), to be released for PS5, is an open-world game where users can freely move around the game world."
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Well why wouldn't they be?
Modern CPU, current unreleased GPU tech and also additional RAM (More of it and faster.) plus a SSD at that (PS5 getting some extra speed if that makes any major difference at all in the end, maybe for exclusives and first parties.) and hardware wise in addition to the overhead advantages and single system optimization it thus should be able to match a lot of the current PC titles maybe outside of some of the more extreme "Ultra" presets at 1920 and upscale or downsample into 2560 and even 3840 though I will expect "4k" to still focus a lot on 30 FPS and higher visual fidelity and not a shift to 60 FPS although fighting and racing games might use this for responsiveness and additional advantages.
I don't see a problem with the statement, system might be geared towards power efficiency perhaps but it's still a powerhouse as is the XBox X Series or what it's actual name will be and cost wise I don't see PC's matching a 500$ console with those specs although I suppose the price isn't quite finalized yet either.
It sounds reasonable going by what is known from the hardware, low-level API and less overhead to deal with and that as a developer only having to optimize against a single target system (Well within the PS5 or XBox development, there's cross platform too of course.) and I would imagine additional advancements on the SDK and toolset side of things too plus maturing game engines and early support from licensed ones like Unreal Engine and what not.
First year or two these are going to be powerful console systems and even after that it's going to be a solid contender compared to the lowest common denominator and your usual or average PC build whether custom, OEM or laptop.
EDIT: Last bit sounds a bit odd I suppose but on Windows or PC overall that's what will be the common target and reference hardware, not everyone will have the newest OS or 8+ core new CPU let alone the upcoming GPU models although if NVIDIA and AMD can get stuff out across low, mid and high-end segments that should help.

EDIT: What's the current PC target hardware anyway these days, 4 core CPU, 8 GB of RAM, HDD and a 4 GB GPU roughly.
Advantages on single core efficiency on the CPU speed wise although multi core is doing better scaling into hexa and octa territory.
RAM is still a bit of a thing as games are sparse with allocating above 3 - 4 GB and have limited cache or reserve small amounts but it's also seeing some change, VRAM is about the same.
(But scaling up to around 6 - 8 GB although still often hitting cache limits and swapping a lot.)
Storage wise yeah that's HDD and SSD's are improving but speed gains are varied although some titles show a noticeable improvement in start up and loading times so that's good.
GPU well that's the one dragging behind even more I suppose, 11_x or 12_x support mixed into hardware from four or six years old (Or more.) although you can't just set 12_2 as the target and omit everything until more systems have that sort of hardware.
Plus differences between AMD and NVIDIA and the focus on D3D11 and coding practices although adaption of Vulkan and D3D12 is growing but slowly.
That's one area I expect we'll see some changes on with this switch in console hardware in particular but not immediately. Can't be done.
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To which pc? A mid entry? Sure I agree.
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Well why wouldn't they be?
Modern CPU, current unreleased GPU tech and also additional RAM (More of it and faster.) plus a SSD at that (PS5 getting some extra speed if that makes any major difference at all in the end, maybe for exclusives and first parties.) and hardware wise in addition to the overhead advantages and single system optimization it thus should be able to match a lot of the current PC titles maybe outside of some of the more extreme "Ultra" presets at 1920 and upscale or downsample into 2560 and even 3840 though I will expect "4k" to still focus a lot on 30 FPS and higher visual fidelity and not a shift to 60 FPS although fighting and racing games might use this for responsiveness and additional advantages.
I don't see a problem with the statement, system might be geared towards power efficiency perhaps but it's still a powerhouse as is the XBox X Series or what it's actual name will be and cost wise I don't see PC's matching a 500$ console with those specs although I suppose the price isn't quite finalized yet either.
It sounds reasonable going by what is known from the hardware, low-level API and less overhead to deal with and that as a developer only having to optimize against a single target system (Well within the PS5 or XBox development, there's cross platform too of course.) and I would imagine additional advancements on the SDK and toolset side of things too plus maturing game engines and early support from licensed ones like Unreal Engine and what not.
First year or two these are going to be powerful console systems and even after that it's going to be a solid contender compared to the lowest common denominator and your usual or average PC build whether custom, OEM or laptop.
EDIT: Last bit sounds a bit odd I suppose but on Windows or PC overall that's what will be the common target and reference hardware, not everyone will have the newest OS or 8+ core new CPU let alone the upcoming GPU models although if NVIDIA and AMD can get stuff out across low, mid and high-end segments that should help.

EDIT: What's the current PC target hardware anyway these days, 4 core CPU, 8 GB of RAM, HDD and a 4 GB GPU roughly.
Advantages on single core efficiency on the CPU speed wise although multi core is doing better scaling into hexa and octa territory.
RAM is still a bit of a thing as games are sparse with allocating above 3 - 4 GB and have limited cache or reserve small amounts but it's also seeing some change, VRAM is about the same.
(But scaling up to around 6 - 8 GB although still often hitting cache limits and swapping a lot.)
Storage wise yeah that's HDD and SSD's are improving but speed gains are varied although some titles show a noticeable improvement in start up and loading times so that's good.
GPU well that's the one dragging behind even more I suppose, 11_x or 12_x support mixed into hardware from four or six years old (Or more.) although you can't just set 12_2 as the target and omit everything until more systems have that sort of hardware.
Plus differences between AMD and NVIDIA and the focus on D3D11 and coding practices although adaption of Vulkan and D3D12 is growing but slowly.
That's one area I expect we'll see some changes on with this switch in console hardware in particular but not immediately. Can't be done.
You are right about HW on instruction level. CPU in consoles can perform same arithmetic operations as in PC. GPU can do same mathematical transformation as in PC.
But HW quantitative target you wrote down is mean. Many games scale beyond 4C CPU and in some 4C CPU does not provide good user experience. 8GB ram, while being close to what mean is, does not result in games targeting it. RAM usage is consequence of project's data size that gets processed from one moment to another. Same as VRAM use is consequence of design used by engine. And that applies even to caching.
Specs you wrote end up being minimum specs for some games even today. COD:MW remake had minimum 4C CPU, 8GB of RAM and GTX 670/HD7950/... GPUs.
Recommended is not what enables you to max out game on 1080p, but what delivers reasonable experience (usually) on med/high settings and 1080p.
So, from visual point of view, technology enables consoles to deliver same images as PC. Question is: "At what rate?" And that remains to be seen.
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I'd say mid to high level PC. Enthusiast level i would say not though.
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Now if anybody wants to bash feel free, but I have a feeling that's actually a sensible comment. Not that marketing BS that we see from Sweeney or Gabe...