ppl seem to think that the 360 gpu is better then ps3? Read on Gentlemen.

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Killzowner

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#1 Killzowner
Member since 2009 • 191 Posts
360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.
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Yandere

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#2 Yandere
Member since 2009 • 9878 Posts

Ok, I don't know who says it does though.

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Threebabycows

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#3 Threebabycows
Member since 2008 • 1086 Posts

360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner

No the PS3s GPU got downclocked to 500mhz when it came out. They have the same amount of memory and the 360's is more flexible, so they coudl set it up like the PS3s also the 360s polygon count doubles the RSX's.

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mgkennedy5

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#4 mgkennedy5
Member since 2005 • 1501 Posts

I could believe this, but a link would be nice :)

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fixer293

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#5 fixer293
Member since 2003 • 4770 Posts
360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner
link or it is hearsay.
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Killzowner

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#6 Killzowner
Member since 2009 • 191 Posts

[QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Threebabycows

No the PS3s GPU got downclocked to 500mhz when it came out.

sure it did lol.
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brandontwb

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#7 brandontwb
Member since 2008 • 4325 Posts

[QUOTE="Threebabycows"]

[QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner

No the PS3s GPU got downclocked to 500mhz when it came out.

sure it did lol.

How do we even know it's at 550? Links, are what we need.

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Killzowner

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#8 Killzowner
Member since 2009 • 191 Posts
[QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.fixer293
link or it is hearsay.

"NVIDIA is providing the 550 MHz GPU" http://www.1up.com/do/newsStory?cId=3140590
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fixer293

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#9 fixer293
Member since 2003 • 4770 Posts
then tell us why most multiplat games look better on 360.........Yeah.
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BioShockOwnz

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#10 BioShockOwnz
Member since 2006 • 52901 Posts

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

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-Pred-Alien-

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#11 -Pred-Alien-
Member since 2009 • 1733 Posts
P4 3.8ghz vs C2D Q6600 2.4ghz Pentium for wins:roll:
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brandontwb

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#12 brandontwb
Member since 2008 • 4325 Posts

[QUOTE="fixer293"][QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner
link or it is hearsay.

"NVIDIA is providing the 550 MHz GPU" http://www.1up.com/do/newsStory?cId=3140590

DATE: 05/16/2005 -_-

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mitu123

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#13 mitu123
Member since 2006 • 155290 Posts

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

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karasill

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#14 karasill
Member since 2007 • 3155 Posts
You are completely mis-informed. Dont talk about things you clearly dont understand, it makes you seem very ignorant. Comparing GPU frequencies of different architectures is like comparing apples to oranges, you just cant do it.
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Threebabycows

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#15 Threebabycows
Member since 2008 • 1086 Posts

[QUOTE="Threebabycows"]

[QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner

No the PS3s GPU got downclocked to 500mhz when it came out.

sure it did lol.

Read it and weep http://www.edepot.com/playstation3.html#PlayStation_3_Hardware

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JigglyWiggly_

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#16 JigglyWiggly_
Member since 2009 • 24625 Posts

360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.Killzowner
WOW, someone doesn't realize you compare different architectures by clock speed...

Let's see, compare a 3.2 ghz p4 to a 3.2 ghz c2d...

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wordtoyobraind

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#17 wordtoyobraind
Member since 2009 • 28 Posts
[QUOTE="Killzowner"]360 GPU = 500mhz PS3 GPU = 550mhz Not only is the ps3 gpu faster, but it has its own dedicated memory, which the 360 gpu has to share with the rest of the system. PS3 GPU > 360 GPU. This is why ps3 games are graphic kings. Case Closed.

lol funny how insoniac themselves said 360's gpu is better
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Yandere

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#18 Yandere
Member since 2009 • 9878 Posts

then tell us why most multiplat games look better on 360.........Yeah.fixer293

Developers create the games for the Xbox 360 first, then port them over to the Ps3 and the quality lowers.

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Killzowner

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#19 Killzowner
Member since 2009 • 191 Posts
[QUOTE="BioShockOwnz"]

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

im gonna have to go with 1up.com over some unknown on this one :), thx anyways. :lol: http://www.1up.com/do/newsStory?cId=3140590
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BioShockOwnz

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#20 BioShockOwnz
Member since 2006 • 52901 Posts

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

mitu123

Nope. He posted an article from 2005 before the hardware was final.

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fixer293

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#21 fixer293
Member since 2003 • 4770 Posts

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

BioShockOwnz

Beat me to it, want a tissue TC.

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Fizzman

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#22 Fizzman
Member since 2003 • 9895 Posts

anyone else notice killzowner is getting owned within the 1stcouple ofminutes of every thread he makes then abandons it, and then five minutes later he makes a brand new thread with even more misinformation?

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Saturos3091

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#23 Saturos3091
Member since 2005 • 14937 Posts

I came in expecting a "teh cell!11" argument.

Speed doesn't matter nearly as much as you think it does. Thanks to the non-uniform structure of the memory the Xenos is more flexible and can do much more than the PS3's RSX (which is essentially a rebranded 7900). The eDRAM setup of the 360's memory can produce 4 samples of AA with very little performance cost unlike the PS3's GPU, which is why many of PS3's games are lacking AA (meaning they look worse). The PS3 can't even implement any DirectX10 features (not that they're that much better to begin with, but it's a limiting factor). :P

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wordtoyobraind

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#24 wordtoyobraind
Member since 2009 • 28 Posts

[QUOTE="fixer293"]then tell us why most multiplat games look better on 360.........Yeah.Yandere

Developers create the games for the Xbox 360 first, then port them over to the Ps3 and the quality lowers.

but if a ps3 game is ported to 360 the quality isnt lowered, proving xbox360 is more powerful.
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ENDOT12123

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#25 ENDOT12123
Member since 2007 • 1223 Posts

then tell us why most multiplat games look better on 360.........Yeah.fixer293
because development is easier on xbox, so they make it on that 1st then port it over, (in most cases thats how it used to be anyway) its startin to be the other way round nowdays

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mitu123

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#26 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

BioShockOwnz

Nope. He posted an article from 2005 before the hardware was final.

Oh, well, my bad.
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Killzowner

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#28 Killzowner
Member since 2009 • 191 Posts
[QUOTE="BioShockOwnz"]

[QUOTE="mitu123"]

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

Nope. He posted an article from 2005 before the hardware was final.

plenty of other links, i just decided to post one from a KNOWN site, unlike *cough*
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Threebabycows

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#29 Threebabycows
Member since 2008 • 1086 Posts

[QUOTE="BioShockOwnz"]

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

fixer293

Beat me to it, want a tissue TC.

Seriously the 360 GPU doubles RSX at pretty much...everything, I am surprised the difference between the 360 and PS3 games aren't larger.

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Yandere

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#30 Yandere
Member since 2009 • 9878 Posts

[QUOTE="Yandere"]

[QUOTE="fixer293"]then tell us why most multiplat games look better on 360.........Yeah.wordtoyobraind

Developers create the games for the Xbox 360 first, then port them over to the Ps3 and the quality lowers.

but if a ps3 game is ported to 360 the quality isnt lowered, proving xbox360 is more powerful.

Name a Ps3 game has been ported to the Xbox 360?

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fixer293

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#32 fixer293
Member since 2003 • 4770 Posts
[QUOTE="Killzowner"][QUOTE="BioShockOwnz"]

[QUOTE="mitu123"]

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

Nope. He posted an article from 2005 before the hardware was final.

plenty of other links, i just decided to post one from a KNOWN site, unlike *cough*

http://xbox360.ign.com/articles/617/617951p1.html
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The_Game21x

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#33 The_Game21x
Member since 2005 • 26440 Posts

anyone else notice killzowner is getting owned within the 1stcouple ofminutes of every thread he makes then abandons it, and then five minutes later he makes a brand new thread with even more misinformation?

Fizzman
Yep. He reminds me of a recently banned user by the name of StylesPS3.
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brothirhudsteel

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#34 brothirhudsteel
Member since 2009 • 76 Posts

[QUOTE="Threebabycows"]

[QUOTE="Killzowner"]

No the PS3s GPU got downclocked to 500mhz when it came out.

Killzowner

sure it did lol.

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

BioShockOwnz

ARGH i was gonna post this. beat me to it good sir.

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Hanass

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#35 Hanass
Member since 2008 • 2204 Posts

Wow those GPU specs are pretty terrible

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kidcool189

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#36 kidcool189
Member since 2008 • 4307 Posts

[QUOTE="BioShockOwnz"]

[QUOTE="mitu123"]

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

Killzowner

Nope. He posted an article from 2005 before the hardware was final.

plenty of other links, i just decided to post one from a KNOWN site, unlike *cough*

are you still trying to justify that the ps3 gpu is better simply due to the clock frequency? and completely disregarding the numerous other factors that bioshockownz posted? :lol:

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BioShockOwnz

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#37 BioShockOwnz
Member since 2006 • 52901 Posts

[QUOTE="BioShockOwnz"]

[QUOTE="mitu123"]

He's right guys, check the specs on both consoles. Oh wait, Bio has info.

Killzowner

Nope. He posted an article from 2005 before the hardware was final.

plenty of other links, i just decided to post one from a KNOWN site, unlike *cough*

Yup, nice link with misinformation. Post the facts. No need to hide them.

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Hanass

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#38 Hanass
Member since 2008 • 2204 Posts

[QUOTE="Killzowner"][QUOTE="BioShockOwnz"]

Nope. He posted an article from 2005 before the hardware was final.

kidcool189

plenty of other links, i just decided to post one from a KNOWN site, unlike *cough*

are you still trying to justify that the ps3 gpu is better simply due to the clock frequency? and completely disregarding the numerous other factors that bioshockownz posted? :lol:

Clock = frequency...

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Threebabycows

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#39 Threebabycows
Member since 2008 • 1086 Posts

[QUOTE="wordtoyobraind"][QUOTE="Yandere"]

Developers create the games for the Xbox 360 first, then port them over to the Ps3 and the quality lowers.

Yandere

but if a ps3 game is ported to 360 the quality isnt lowered, proving xbox360 is more powerful.

Name a Ps3 game has been ported to the Xbox 360?

Mirrors edge and Ghostbusters also at one point the PS3 version of farcry 2 had 14 devs on it vs. the 3 the 360 had. IW also gave the PS3 to the Best devs they have(to work on)

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fixer293

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#40 fixer293
Member since 2003 • 4770 Posts

http://xbox360.ign.com/articles/617/617951p1.html

MMMM that some good crow

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Doolz2024

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#41 Doolz2024
Member since 2007 • 9623 Posts

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

BioShockOwnz

Now that's how you prove someone wrong! :D

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glez13

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#42 glez13
Member since 2006 • 10314 Posts

So, apparently, by the TC's logic a P4@3.2Ghz is better than a C2Q@2.66Ghz :lol:

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BioShockOwnz

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#43 BioShockOwnz
Member since 2006 • 52901 Posts

IGN linkfixer293

Nicely done.

IGN is more popular than 1UP.

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SolidTy

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#44 SolidTy
Member since 2005 • 49991 Posts

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

BioShockOwnz

Wait a minute, that was all M$ PR back from 2005. Nice try.

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fixer293

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#45 fixer293
Member since 2003 • 4770 Posts

[QUOTE="fixer293"]IGN linkBioShockOwnz

Nicely done.

IGN is more popular than 1UP.

Thanks, I wonder where the TC went?
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brothirhudsteel

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#47 brothirhudsteel
Member since 2009 • 76 Posts

[QUOTE="BioShockOwnz"]

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

http://www.pcvsconsole.com/comparisons/xbox-360-vs-ps3-gpu/

No need to make things up, TC.

SolidTy

Wait a minute, that was all M$ PR back from 2005. Nice try.

Are you implying MS was the one that lied about console specs?

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DBhova23

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#48 DBhova23
Member since 2004 • 570 Posts
All this doesn't matter. Current graphics king is KZ2.
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SolidTy

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#49 SolidTy
Member since 2005 • 49991 Posts

http://xbox360.ign.com/articles/617/617951p1.html

MMMM that some good crow

fixer293

How are you guys still posting these hilarious false info still, this was all discredited YEARS ago. Uh...

FROM YOUR OWN LINK @ IGN:

"Thus, enclosed is a Microsoft-made comparitive analysis. We have not altered, added, or tinkered with the data. We have not interpreted the specs. We have cut and pasted this information from the email into our site and formatted it. Make of it what you will, but be clear we know Microsoft has clearly slanted this info, and we're not endorsing it, just printing their version."

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imaps3fanboy

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#50 imaps3fanboy
Member since 2009 • 11169 Posts

umm. its because devs are lazy and port to the ps3 badly. Look at the first party ps3 titles. Look at killzone, does xbox have any games that are that technically amazing? Nope? AND that game is only using 60% of the ps3's power, wait till GOW3, it is using 90% of the ps3 power.