Isn't the PS3's RAM divided into traditional and dedicated graphics memory, the former being clocked at 3.2Ghz versus the latter at 700MHz same as the 360? While I'm not a PC gamer and thus not particularly nuanced in the field of graphics technology everything I've read has said that, regarding rendering and physics, the 6 usable components of the Cell processor are each good at specific types of functions, and the 256MB of dedicated graphics memory was able to utilize processing power far more efficiently.
I'm sorry PC gamers I'm probably slaughtering this so feel free to correct me. Nevertheless, the side by side comparison shows two consoles that are superficially nearly identical (512 MB RAM 3.2GHz Processor) but subtly (though importantly) quite different. Here's some important differences that I'd like to hear some knowledgeable opinions on:
-Sound processing is software-based in 360 and hardware-based in PS3. Does this mean extra processing power/RAM is used in the 360?Okay first question! :) So from what i've read, yes it does take up space but not nearly as much as one would think. The combined size of the software and the 360's os is still smaller then the ps3's os. I actually belive the software for sound generation is part of the 360's OS lol. AS for processing power, yes it will take processing power away from a game. Regarding the ps3, by hardware sound processing, they don't mean a sound card do they? Don't they mean an spe is used to make sound?
-PS3 has GDDR3 and XDR RAM, 360 only has GDDR3. How is this significant as regards efficiency of processor resources? As for the XDR Ram, yes it is more efficentt hen the gddr 3 ram but that doesn't mean it can be shared by the gpu as fast as the it can talk to the cell. Because the ram is dedicated on the ps3 the XDR ram connected to the cell is meant for the cell only and if the rsx would want to use that the XDR ram the data would have to go thro the cell in some kind of process to reach it and to be stored and then called upon when needed, bottle-necking the cell's main core. Overall the ps3's ram would be better for a game limited to small sized allocated data. If u want larger data files in the ram u may want to use the 360's unified ram because u can juggle it however u please without any negative performance to the hardware meaning larger textures or more textures can be stored on the 360's ram for the xenos to use. As well did u know the xenos has 10mb emedded ram, so really the 360 has 10mb more ram then the ps3. If a developer was looking to make a game fast and make it good they would want to use the 360 because less work to optimze the ram. AS well if they wanted huge textures or lots of them they would want to use the 360... But that can be disputed, so i'm not the best person to answer that lol.
-What's the difference between 3 dual-threaded cores and 7 single-threaded cores? The different components of Cell apparently support a diverse multitude of operations, but I haven't been able to find a lot of specific information on this, most likely because it seems to be quite complicated. The 3 cores on the 360 as symmetrically meaning easy multi-threading and the cell has 1 main core and 8 spes, 2 of which are dedicated to other system uses, leaving 6 spe for a game. The cell is an asymmetrical design meaning u have to code how each process is to be done on each spe, when on a the xenon in the 360 u can just make a code and it will be sent to one of the 3 cores, u can optimize the Xenos for better processing tho, like how devs on PC optimize for quad cores. Yes the cell can support a diverse selection of operation as can the 360, the cell is just better at some of those operation because each spe can be dedicated to one part of that operation when on the 360 one core would have to work out that whole operation. Yes it is very complicated... There is more to it, but i don't need to say it because i probably can't explain it well enough.
-PS3 has a dedicated processor for OS and 360 does not, but both feature in-game OS options. Is this a problem for the 360? No it is not a problem on the 360. Like on a pc u will have your Os running in the background and u can call upon at anytime u want by pushing a button or 2, as u can on 360 and ps3. Regarding the actual processing of the OS on the 360, the OS is operated on core 0 and is not always running on that core, the operation of the OS will move to what ever core is available and if no core is available the os will not run in background, but if the OS is called upon by pushing the in-game guide, operations ran by the game have to be decreased to run the OS, or peformance loss will result (which does occur in some games, but it is not bad as bad as i may make it sound, most people don't even notice.) Regarding playing music during a game, since the sound is ran by software, the game is already using that code and since its part of OS, when u play the music the game will usually shut off its music, but not sound effects allowing for the music to be played. If the game does not shut off its music when a user plays his/hers performance for the game is lost yes.... I'm not exactly sure how it all work since i'm not a developer but thats the jist of it i believe, right guys?
I'd appreciate honest and well-thought-out answers. Console gamers need not apply; you may be in love with your console but you know absolutely nothing about it. So unbiased PC guys, what's the verdict? Verdict is: Its up to the developer and their choice on a game. The consoles are both very well rounded and because of that they are machines that perform very similar.
There's also more information here although this guy seems incredibly biased against the PS3 (BC on 360 is "over 300 XBox games compatible" but on PS3 it's "Only partial support for Playstation 2." Come on guy).
http://www.winsupersite.com/showcase/xbox360_ps3_wii.asp
OrwellJames
Log in to comment