Most people agree that the PS3's RSX outperforms the XBOX's Xenos... here's the proof!
PS3's RSX
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- 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
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- 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
- 48-way parallel floating-point dynamically-scheduled shader pipelines[3]
- 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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