How the PS3 may outperform the 360 graphically.

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iMacBot

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#51 iMacBot
Member since 2007 • 947 Posts

Most people agree that the PS3's RSX outperforms the XBOX's Xenos... here's the proof!

PS3's RSX

 

  • 500 MHz G70 based GPU on 90 nm process
    • 300 milllion transistors total
    • Multi-way programmable parallel floating-point shader pipelines
      • Independent pixel/vertex shader architecture
      • 24 parallel pixel pipelines
        • 5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
        • 27 FLOPS per pipeline per cycle
      • 8 parallel vertex pipelines
        • 2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
        • 10 FLOPS per pipeline per cycle
      • Announced: 74.8 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 550 MHz )
      • Calculated: 68 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 500 MHz )
      • Announced: 1.8 TFLOPS (trillion floating point operations per second)
      • Calculated: 364 GFLOPS ( ((27 FLOPS x 24 pixel pipelines) + (10 FLOPS x 8 vertex pipelines)) x 500 MHz )
    • 8 Render Output units
    • 24 filtered and 32 unfiltered texture samples per clock
    • Maximum vertex count: 1 billion vertices per second (8 vertex x 500 MHz / 4)
    • Maximum polygon count: 333.3 million polygons per second (1 billion vertices per second / 3 vertices per tirangle)
    • Maximum texel fillrate: 12 gigatexel per second fillrate (24 textures x 500 MHz)
    • Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)
    • Maximum Dot product operations: 33 billion per second
    • 128-bit pixel precision offers rendering of scenes with high dynamic range imaging
    • 128-bit memory bus width to 256-MiB GDDR3 VRAM
    • Memory clock: 1.3 GHz (650 MHz × 2)
    • Maximum bandwidth bitrate: 20.8 GB per second
    • Support for a superset of DirectX 9.0c/API and Shader Model 3.0
    • S3TC [3]

XBOX 360's Xenos

 

  • 337 million transistors in total
  • 500 MHz 10 MiB daughter embedded DRAM (eDRAM) framebuffer on 90 nm process
    • NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing
    • 105 million transistors
    • 8 Render Output units
  • 500 MHz parent GPU on 90 nm TSMC process of total 232 million transistors
    • 48-way parallel floating-point dynamically-scheduled shader pipelines[3]
      • Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
      • 2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, co-issued)
      • 10 FLOPS per pipeline per cycle
      • 48 billion shader operations per second theoretical maximum (2 ALU x 48 shader pipelines x 500 MHz)
      • 240 GFLOPS (10 FLOPS x 48 shader pipelines x 500 MHz)
      • MEMEXPORT shader function
    • Support for a superset of DirectX 9.0c/API DirectX XBOX 360, and Shader Model 3.0/3.5
    • 16 filtered and 16 unfiltered texture samples per clock
    • Maximum vertex count: 1.6 billion vertices per second
    • Maximum polygon count: 500 million triangles per second
    • Maximum texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
    • Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)
    • Maximum Dot product operations: 24 billion per second
  • Cooling: Both the GPU and CPU of the console have heatsinks. The CPU's heatsink uses heatpipe technology, to efficiently conduct heat from the CPU to the fins of the heatsink. The heatsinks are actively cooled by a pair of 60 mm exhaust fans that push the air out of the case by negative case pressures.

 

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AdolescentDon

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#52 AdolescentDon
Member since 2005 • 9081 Posts
Isn't one of the SPE's used by the OS at all times? And at any point it can also request use of another.
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Radeon_X1950XTX

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#53 Radeon_X1950XTX
Member since 2006 • 1055 Posts
[QUOTE="daveg1"]

does'nt the ps3 only have 5 that they can use??

plus the only way the ps3 can have better graphics than the 360 id if they recall all the ps3 and put a new grphics card in there!

 

gmastersexay

It has 8 SPE's but only uses 7. 8th one is for redundency.

and one is for OS only,
leaving 6 for games,

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danneswegman

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#54 danneswegman
Member since 2005 • 12937 Posts
are you aware of the fact that those screens aren't gameplay screens?....
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kage_53

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#55 kage_53
Member since 2006 • 12671 Posts
Nvidea could release a driver update for the PS3.
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Serge-Chrono

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#56 Serge-Chrono
Member since 2007 • 691 Posts
[QUOTE="caribo2222"]

Ps3 has 1 core 8 Spus

360 has 4 cores = 360 pwnz ps3

XL83

ROFL

Now if there were a poster made for dumbass fanboys, this would be the blazing headline in 240 pt bold, and you sir, you would be the posterboy.

"xBoX hAvEz mOr3 c0ReZ lOlOloLLolZ w3 wInz pWn3D!!!!!111"

Do you even have the slightest idea what a "core" is? Besides the thing inside those colorful things your mom tries to get you to eat?

Look, if you want to be a fanboy could you please use correct info. Xl83 you just make all the people who own a xbox look that much worse.  

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iMacBot

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#57 iMacBot
Member since 2007 • 947 Posts
A correction must be made before this goes any further:

How the PS3 will outperform the 360 graphically. Buckle up! You'll know why this fall!
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darrowby88

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#58 darrowby88
Member since 2005 • 861 Posts
[QUOTE="trasherhead"][QUOTE="daveg1"]

does'nt the ps3 only have 5 that they can use??

plus the only way the ps3 can have better graphics than the 360 id if they recall all the ps3 and put a new grphics card in there!

 

snyper1982

No, there are 8 SPU's, one which is reserved for the OS. So its 7 SPU's for the devs to use.

 

 

And one of which is for redundancy, so there are 6 cores availible....

pwned...btw, one is for the OS always, and wehen backround downloading, and once home hits, it will need more.
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SergeantSnitch

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#59 SergeantSnitch
Member since 2007 • 3692 Posts

GPU = Graphics capability

360 GPU > PS3 GPU .

Prid3r



Engine = horsepower

18-wheeler engine power > BMW M3.

Which one goes faster? 

See how simple this is?  Stop posting. 

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asdasd

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#60 asdasd
Member since 2005 • 4464 Posts
[QUOTE="ff-leader"]From what i have read Final Fantasy XIII will be using only 4 SPUs, and they say that the graphics will be better than The Spirits Within in this article -

part one- http://finalfantasy-xiii.net/image.php?image=media/scans/psm/07.jpg

part two- http://finalfantasy-xiii.net/image.php?image=media/scans/psm/08.jpg

If this is possible with only 4 SPUs then think of the possibilities.

kaealy

As fuzzysquash said earlier, those pics are all CGI. Does it really matters if the final fantasys CGI matches The Spirits Within's quality CGI?

If you read the article, it said that the game is on par with Sprits Within. I really hope that happens though :shock: cant wait to see how it looks like. 

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KillaHalo2o9

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#61 KillaHalo2o9
Member since 2006 • 5305 Posts

are you aware of the fact that those screens aren't gameplay screens?....danneswegman

Agree 

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kevbo77

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#62 kevbo77
Member since 2003 • 656 Posts

Microsoft uses a unified (graffics/memory) 512mb card whereas the PS3 shares its 512mb dedicating 256mb to both graffics and memory.  My understanding is that for the PS3 graffics card bottlenecks at 256mb whereas if the Xenon needs more memory there are additional megabytes available.  I think I have that right, but the bottom line is due to the one year head start and the ease of programming for the 360, Microsoft will always be a one step ahead of Sony.