CPU its nice But Not that much better then 360 in fact in General Porpus 360 its Supirior You only posted What you thos was Better in PS3
Here its the REAL DEAL when it comes to Grafics
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec
Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 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
Gears of war2 use 95% Capabilitys on Core1 a 3% on Core2 and 3% on Core3 The grafics Card or GPU have never been use fully on 360
marcos27pr
Sony only relased one set of technical specs and they are the ones I have here...so the ones you have there are "proposed" by annomous other people who have no affiliation with Sony or the development of the system.
Playstation 3 Technical Specification / Features:
Central processing unit (CPU)
3.2 GHz Cell multi-core processor: 1 PowerPC-based "Power Processing Element" and 8 3.2 GHz Synergistic Processing Elements (SPEs) (7 working). The PPE has a 512 KB L2 cache and one VMX (AltiVec) vector unit. Each of the eight SPEs is a RISC processor with 128-bit 128 SIMD GPRs and superscalar functions. Each SPE has 256 KB of L1 cache/software-addressable 4.8 GHz SRAM.
Only seven SPEs are active; the eighth is redundant, to improve yield. If one of the eight has a manufacturing defect, it is disabled without rendering the entire unit defective. Additionally, one SPE is reserved for use by the system's OS, leaving six SPEs directly available to applications
Graphics processing unit (GPU)
The rear of the 20GB PlayStation 3 as it was shown at E3 2006. AC IN, AV MULTI OUT, DIGITAL OUT and an RJ-45 network port are visibleCustom RSX or "Reality Synthesizer" design co-developed by NVIDIA and Sony:
Based on NVIDIA G71 architecture, otherwise known as NV47
Clocked at 550 MHz
128-bit DDR memory interface
211.2 GFLOPS programmable (384 FLOPS per clock)
1.8 TFLOPS
Multi-way programmable parallel floating point shader pipelines
136 shader operations per clock
74.8 billion shader operations per second (100 billion with CPU)
24 2D texture lookups per clock
1.1 billion vertices per second
128-bit pixel precision offers rendering of scenes with high dynamic range imaging
Full high definition output (up to and including 1080p)
Memory
256 MB Rambus XDR DRAM clocked at CPU die speed (3.2 GHz)
256 MB GDDR3 VRAM clocked at 700 MHz
[edit]
Theoretical system bandwidth
204.8 GB/s Cell Element Interconnect Bus (Theoretical peak performance)[22]
Cell FlexIO Bus: 35 GB/s outbound, 25 GB/s inbound (7 outbound and 5 inbound 1Byte wide channels operating at 5 GHz) (effective bandwidth typically 50-80% of total)[23]
25.6 GB/s to Main Ram XDR DRAM: 64 bits × 3.2 GHz / 8 bits to a byte
22.4 GB/s to GDDR3 VRAM: 128 bits × 700 MHz × 2 accesses per clock cycle (one per edge) / 8 bits to a byte
RSX 20 GB/s (write), 15 GB/s (read)
SB 2.5 GB/s write and 2.5 GB/s read
http://www.playstation-offers.co.uk/ps3-specifications.php
The Xbox 360 System Specifications
CPU Game Math Performance
· 9 billion dot product operations per second
Custom ATI Graphics Processor
· 500 MHz
· 10 MB embedded DRAM
· 48-way parallel floating-point dynamically-scheduled shader pipelines
· Unified shader architecture
Polygon Performance
· 500 million triangles per second
Pixel Fill Rate
· 16 gigasamples per second fillrate using 4X MSAA
Shader Performance
· 48 billion shader operations per second
Memory
· 512 MB GDDR3 RAM
· 700 MHz DDR
· Unified memory architecture
Memory Bandwidth
· 22.4 GB/s memory interface bus bandwidth
· 256 GB/s memory bandwidth to EDRAM
· 21.6 GB/s front-side bus
Overall System Floating-Point Performance
· 1 TFLOP
http://hardware.teamxbox.com/articles/xbox/1144/The-Xbox-360-System-Specifications/p1
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