READ PS3s VS 360s GPU ?????

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KillaHalo2o9

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#1 KillaHalo2o9
Member since 2006 • 5305 Posts

Will Im going to buy a PS3 in a week or so and, I was just wondering which system was truely the most powerfulest. We all now the GPU is the heart of the every system to display wonderfull visuals and, alot of people are saying that the PS3 cant win over the Xbox360 beause its GPU is weaker so what do you think of the tech specs? Will the Cell have enough impact to rise the PS3 higher then the 360? Discuss

        Xbox360 Xenons

  • 337 million transistors in total
  • 500 MHz 10 MiB daughter embedded DRAM (eDRAM)  on 90 nm process
    • NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencl 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
      • Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
      • Support for a superset of DirectX 9.0c/API DirectX XBOX 360, and Shader Model 3.0/3.5
      • MEMEXPORT shader function
      • 2 shader ALU operations per pipeline per cycle (1 vector and 1 scalar, co-issued)
      • 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)
    • 16 filtered and 16 unfiltered texture samples per clock
    • 1.6 billion vertices per second
    • Maximum polygon performance: 500 million triangles per second )
    • Texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
    • 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)
    • Dot product operations: 24 billion per second or 33.6 billion per second theoretical maximum when summed with CPU operations

     

  •  PS3 RSX
  • Core Clock at 500 MHz
  • Multi-way programmable parallel floating point shader pipelines
  • 136 Shader operations per clock
  • Pixel Shader 3.0
  • 8 Renderin Pipelines (ROP)
  • 300 million transistors
  • 74.8 billion shader operations per second
  • 33 billion dot products per second
  • 1.2 billion Vertices per second
  • Over 275 million polygons per second (polygon count and vertice count differ)
  • 128-bit pixel precision offers rendering of scenes with high dynamic range imaging
  • 128-bit memory bus width to 256-MiB GDDR3 VRAM
  • 20.8 GB/sec bandwidth bitrate
  • S3TC

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KillaHalo2o9

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#2 KillaHalo2o9
Member since 2006 • 5305 Posts
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Dualshockin

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#3 Dualshockin
Member since 2006 • 7826 Posts
As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.
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#4 -KinGz-
Member since 2006 • 5232 Posts

Will Im going to buy a PS3 in a week or so and, I was just wondering which system was truely the most powerfulest. We all now the GPU is the heart of the every system to display wonderfull visuals and, alot of people are saying that the PS3 cant win over the Xbox360 beause its GPU is weaker so what do you think of the tech specs? Will the Cell have enough impact to rise the PS3 higher then the 360? Discuss

Xbox360 Xenon

  • 90 nm process, alleged 65 nm process upgrade in 2007 (codenamed "Zephyr"), 165 million transistors
  • Three symmetrical cores, each two way smt-capable and clocked at 3.2 Ghz
  • SMID: VMX128 (similar to AlitVec, just with more registers)
  • 2× (128×128 bit) register file for each VMX128 unit, 6 in total.
  • 1 MiB L2 cache (lockable by the GPU) running at half-speed (1.6 GHz) with a 256-bit bus
  • 51.2 gigabytes per second of L4 memory bandwidth (256 bit × 1600 MHz)
  • 21.6 GB/s Front-Side Bus
  • DOT products performance: 9.6 billion per second
  • 116 GFLOPS theoretical peak performance
  • Restricted to In-order code execution
  • ROM storing Microsoft's Secure Bootloader
  • Big endian architecture.

PS3 RSX

  • Core Clock at 500 MHz
  • Multi-way programmable parallel floating point shader pipelines
  • 136 Shader operations per clock
  • Pixel Shader 3.0
  • 8 Renderin Pipelines (ROP)
  • 300 million transistors
  • 74.8 billion shader operations per second
  • 33 billion dot products per second
  • 1.2 billion Vertices per second
  • Over 275 million polygons per second (polygon count and vertice count differ)
  • 128-bit pixel precision offers rendering of scenes with high dynamic range imaging
  • 128-bit memory bus width to 256-MiB GDDR3 VRAM
  • 20.8 GB/sec bandwidth bitrate
  • S3TC

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KillaHalo2o9
Tech... call a hermit plz.
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-KinGz-

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#5 -KinGz-
Member since 2006 • 5232 Posts
[QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu
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KillaHalo2o9

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#6 KillaHalo2o9
Member since 2006 • 5305 Posts
[QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

God of War 2 was great :)
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#7 MrGrimFandango
Member since 2005 • 5286 Posts

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

 

 

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m3Boarder32

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#8 m3Boarder32
Member since 2002 • 9526 Posts

[QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.-KinGz-
actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

Thats what he said..

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Dualshockin

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#9 Dualshockin
Member since 2006 • 7826 Posts
[QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.
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#11 gamenux
Member since 2006 • 5308 Posts
I recall reading somewhere that the cell could be used like a GPU too. If that is true, then the ps3 has "like" 2 gpu-in-1.
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KillaHalo2o9

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#12 KillaHalo2o9
Member since 2006 • 5305 Posts
[QUOTE="Dualshockin"][QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

The PS3s CPU owns :)
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m3Boarder32

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#13 m3Boarder32
Member since 2002 • 9526 Posts

[QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.Dualshockin
actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

They are exactly the same?  You just said Insomiac (which only develops for PS3, which makes them biased) said the 360 GPU has a slight advantage...

 

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-KinGz-

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#14 -KinGz-
Member since 2006 • 5232 Posts
[QUOTE="Dualshockin"][QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

Keep dreaming, xbox360 gpu is the one that demolishes ps3's, while the cpu has a slight advantage on the ps3, get over it.
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Pixelgen

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#15 Pixelgen
Member since 2006 • 633 Posts

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

 

 

MrGrimFandango
LoL
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LiquidMetal14

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#16 LiquidMetal14
Member since 2003 • 8196 Posts
[QUOTE="MrGrimFandango"]

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

 

 

m3Boarder32

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.
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-KinGz-

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#17 -KinGz-
Member since 2006 • 5232 Posts
[QUOTE="m3Boarder32"][QUOTE="MrGrimFandango"]

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

LiquidMetal14

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.

starting to look better? only oblivion and fnr3 look slightly better on ps3, and they both had big extra development time.
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m3Boarder32

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#18 m3Boarder32
Member since 2002 • 9526 Posts
[QUOTE="m3Boarder32"][QUOTE="MrGrimFandango"]

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

 

 

LiquidMetal14

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.

Every game released on the same day, and developed by the same company has looked better on 360

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m3Boarder32

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#19 m3Boarder32
Member since 2002 • 9526 Posts
[QUOTE="LiquidMetal14"][QUOTE="m3Boarder32"][QUOTE="MrGrimFandango"]

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

 

 

-KinGz-

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.

starting to look better? only oblivion and fnr3 look slightly better on ps3, and they both had big extra development time.

FNR3 with the weak lighting on PS3, and crowds half the size of the 360's version??  Gamespot disagrees

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darcom1

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#20 darcom1
Member since 2004 • 1483 Posts
Ps3 GPU is powerful, and 360 GPU can cure cancer, put a man in mars, etc...
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Dualshockin

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#21 Dualshockin
Member since 2006 • 7826 Posts

[QUOTE="Dualshockin"][QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.m3Boarder32

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

They are exactly the same? You just said Insomiac (which only develops for PS3, which makes them biased) said the 360 GPU has a slight advantage...

Read my statement again: "The Xbox 360's GPU has-arguably-. . ."One word can be very powerful in an argument.
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SuperKnightX

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#22 SuperKnightX
Member since 2007 • 402 Posts

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

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Archx1

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#23 Archx1
Member since 2007 • 172 Posts

Will Im going to buy a PS3 in a week or so and, I was just wondering which system was truely the most powerfulest. We all now the GPU is the heart of the every system to display wonderfull visuals and, alot of people are saying that the PS3 cant win over the Xbox360 beause its GPU is weaker so what do you think of the tech specs? Will the Cell have enough impact to rise the PS3 higher then the 360? Discuss

        Xbox360 Xenon

90 nm process, alleged 65 nm process upgrade in 2007 (codenamed "Zephyr"), 165 million transistors Three symmetrical cores, each two way smt-capable and clocked at 3.2 GhzSMID: VMX128 (similar to AlitVec, just with more registers)2× (128×128 bit) register file for each VMX128 unit, 6 in total.1 MiB L2 cache (lockable by the GPU) running at half-speed (1.6 GHz) with a 256-bit bus51.2 gigabytes per second of L4 memory bandwidth (256 bit × 1600 MHz)21.6 GB/s Front-Side BusDOT products performance: 9.6 billion per second116 GFLOPS theoretical peak performanceRestricted to In-order code executionROM storing Microsoft's Secure BootloaderBig endian architecture.

      PS3 RSX

Core Clock at 500 MHzMulti-way programmable parallel floating point shader pipelines136 Shader operations per clockPixel Shader 3.08 Renderin Pipelines (ROP)300 million transistors74.8 billion shader operations per second33 billion dot products per second1.2 billion Vertices per secondOver 275 million polygons per second (polygon count and vertice count differ)128-bit pixel precision offers rendering of scenes with high dynamic range imaging128-bit memory bus width to 256-MiB GDDR3 VRAM20.8 GB/sec bandwidth bitrateS3TC

KillaHalo2o9

Can you give us a link to those specs?>

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Archx1

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#24 Archx1
Member since 2007 • 172 Posts

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

SuperKnightX

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

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SambaLele

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#25 SambaLele
Member since 2004 • 5552 Posts
[QUOTE="LiquidMetal14"][QUOTE="m3Boarder32"][QUOTE="MrGrimFandango"]

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

 

 

m3Boarder32

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.

Every game released on the same day, and developed by the same company has looked better on 360

 

hey, where is the source for those numbers? as far as i know, the PS3 can do almost twice as much triangles/sec than the 360.  

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Dualshockin

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#26 Dualshockin
Member since 2006 • 7826 Posts
[QUOTE="-KinGz-"][QUOTE="Dualshockin"][QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

Keep dreaming, xbox360 gpu is the one that demolishes ps3's, while the cpu has a slight advantage on the ps3, get over it.

Sorry,but GeOW is the only 360 game that looks better than the key games on Ps3 right now,but games like Lair will soon clear it up. Graphics-wise,they're the same imo.But when it comes to the CPU,quite frankly,the Cell is a beast.
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Marka1700

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#27 Marka1700
Member since 2003 • 7500 Posts
There is more to how powerfull hardware is than how it looks on paper (They dont actualy give us every single spec, just what they want ust to know, there are details missing) The 360 gpu has a good advantage of the PS3 GPU, and on Paper the cell crushes the 360 CPU, But whent the cell is but into a gaming envornment is dosn't perform as well as paper would have you belive. Neither machine really has a huge power difernce over the other. It will all come down to developer tallent in the end.
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MrGrimFandango

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#28 MrGrimFandango
Member since 2005 • 5286 Posts
[QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

Archx1

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want. 

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SuperKnightX

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#29 SuperKnightX
Member since 2007 • 402 Posts
[QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

MrGrimFandango

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want. 

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

 

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SambaLele

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#30 SambaLele
Member since 2004 • 5552 Posts

Man, how can anyone believe any number here if there's no link to the source?

So now we can just invent any info about the consoles' GPUs and everyone will follow? 

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Dualshockin

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#31 Dualshockin
Member since 2006 • 7826 Posts

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

SuperKnightX
I know,but there's no convincing Microsoft fans. An developer who only makes games for the Xbox,and a Pc developer who doesnt even like the Ps3 admits that technically the Ps3 is superior to the 360.If that isnt enough,then nothing will ever be...
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OMGTEHGRUKWTF

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#32 OMGTEHGRUKWTF
Member since 2004 • 635 Posts
[QUOTE="MrGrimFandango"][QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

SuperKnightX

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want.

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

 

 

X360 512 MB RAM>PS3 256 MB RAM. And that is the only difference between the two that actually matters, because RAM is the bottleneck for all the consoles. I mean, wtf, only 256 MB??? My PC has 8 times that much.

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wolverine4262

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#33 wolverine4262
Member since 2004 • 20832 Posts
Why is everyone taking Insomniac's quote as gospel? This man is obvious in bed with Sony. If he admits there is any advantage of the 360 GPU over the PS3's, then it is most likely a larger dif than what he states. The opposite is true for his CPU statement...
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brainiac24

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#34 brainiac24
Member since 2006 • 474 Posts
[QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.
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TrailorParkBoy

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#35 TrailorParkBoy
Member since 2006 • 2922 Posts

Man, how can anyone believe any number here if there's no link to the source?

So now we can just invent any info about the consoles' GPUs and everyone will follow?

SambaLele
well we just assume he is telling the truth because if he wasnt he would be called some very bad things
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Vicious_T

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#36 Vicious_T
Member since 2003 • 135 Posts

PS3 is more powerful overall. Cpu advantage (physics/AI/ is the future), both 360 and PS3 gpus are the same. One is from ATI and one from Nvidia. One card is better in one area, another is better in one area..so it all equals out.

With low res textures seen in so many 360 games..its not all that powerful gpu...obviously less powerful than 7900GTX. 

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SuperKnightX

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#37 SuperKnightX
Member since 2007 • 402 Posts
[QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.brainiac24
first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.

Self-ownage. X360 GPU does not support and cannot handle DX10.
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Marka1700

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#38 Marka1700
Member since 2003 • 7500 Posts
[QUOTE="MrGrimFandango"][QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

SuperKnightX

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want. 

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

 

Never underestermate the effect of a slower gpu, making up for lost power with a cpu takes a hell of a lot
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Vicious_T

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#39 Vicious_T
Member since 2003 • 135 Posts
[QUOTE="SambaLele"]

Man, how can anyone believe any number here if there's no link to the source?

So now we can just invent any info about the consoles' GPUs and everyone will follow?

TrailorParkBoy

well we just assume he is telling the truth because if he wasnt he would be called some very bad things

Its obviously fake numbers...and with no link whatsoever makes it even more dubios. Go to Gamespot an look at 360/PS3 specs...PS3 wins easily. 

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Marka1700

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#40 Marka1700
Member since 2003 • 7500 Posts
[QUOTE="brainiac24"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.SuperKnightX
first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.

Self-ownage. X360 GOU does not support and cannot handle DX10.

It does support a number of DX10 features, but its not what you whould call "DX10 Complaint"
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SuperKnightX

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#41 SuperKnightX
Member since 2007 • 402 Posts
[QUOTE="SuperKnightX"][QUOTE="MrGrimFandango"][QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

Marka1700

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want. 

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

 

Never underestermate the effect of a slower gpu, making up for lost power with a cpu takes a hell of a lot

Cell is not a regular CPU dammit. Games like Lair and HS already show what the power of Cell+RSX can do.
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Vicious_T

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#42 Vicious_T
Member since 2003 • 135 Posts

[QUOTE="brainiac24"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.SuperKnightX
first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.

Self-ownage. X360 GPU does not support and cannot handle DX10.

For some reason lemmings think MS is kind enough to add DX10 card in $400 dollar console. LOL.  

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TrailorParkBoy

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#43 TrailorParkBoy
Member since 2006 • 2922 Posts
[QUOTE="brainiac24"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.SuperKnightX
first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.

Self-ownage. X360 GPU does not support and cannot handle DX10.

what I have come to is that the xbox 360s gpu is like directX 9.6 or what ever because it is capable of doing some of the features of directx 10 but not all. meh can a hermit bigger then me come and explain every thing better please.
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wolverine4262

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#44 wolverine4262
Member since 2004 • 20832 Posts
[QUOTE="Marka1700"][QUOTE="SuperKnightX"][QUOTE="MrGrimFandango"][QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

SuperKnightX

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want.

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

Never underestermate the effect of a slower gpu, making up for lost power with a cpu takes a hell of a lot

Cell is not a regular CPU dammit. Games like Lair and HS already show what the power of Cell+RSX can do.

LOL... HS can't even do HDR and AA at the same time...
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djxaquaxblue

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#45 djxaquaxblue
Member since 2004 • 2539 Posts
Put it this way...with all that techincal data everyone is showing on these forums...i bet you none of us understand it.
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MrGrimFandango

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#46 MrGrimFandango
Member since 2005 • 5286 Posts
[QUOTE="m3Boarder32"][QUOTE="LiquidMetal14"][QUOTE="m3Boarder32"][QUOTE="MrGrimFandango"]

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

 

 

SambaLele

Raaaaaaaaaaaaaaaaape

Maybe that's why PS3 games are starting to look better after less than a half a year in the market when Xbox has been around for over a year now, I see.

Every game released on the same day, and developed by the same company has looked better on 360

 

hey, where is the source for those numbers? as far as i know, the PS3 can do almost twice as much triangles/sec than the 360.

 

Its around PC oriented forums, what I get is its just calculating the specs released for the video cards for their maximum potential. I dont know the math, its just a copy and paste.

 

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DaddyDC650

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#47 DaddyDC650
Member since 2007 • 1241 Posts
[QUOTE="-KinGz-"][QUOTE="Dualshockin"][QUOTE="-KinGz-"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

actually is all the other way, xbox360 gpu>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ps3 gpu, ps3 cpu >>>>> xbox360 cpu

No,the Ps3 Cpu demolishes the 360's cpu,whilst graphically they're exactly the same. In 2 years though,the Ps3's only competior in the graphics arena will be the Pc.

Keep dreaming, xbox360 gpu is the one that demolishes ps3's, while the cpu has a slight advantage on the ps3, get over it.

LoL a lemming in denial? Developers all over are admitting that the PS3 is more powerful. The Xbox 360 GPU is SLIGHTLY better than the PS3's GPU. Slighty meaning almost the same. The PS3's CPU RAPES the 360's CPU. Throw in a hard drive which every developer could use to increase load times and such and a Blu-Ray drive that allows larger games, uncompressed HD data and HIGH RES STREAMING TEXTURES, the PS3 obviously has the advantage graphically. DVD's were being pushed to their limits during the PS2/Xbox days.... I'm sure developers will have to make sacrifices to games in the near future for the 360. That's if they haven't already....
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SuperKnightX

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#48 SuperKnightX
Member since 2007 • 402 Posts
[QUOTE="SuperKnightX"][QUOTE="Marka1700"][QUOTE="SuperKnightX"][QUOTE="MrGrimFandango"][QUOTE="Archx1"][QUOTE="SuperKnightX"]

PS3>>>X360 according to John Carmack and Itagaki

/Thread.

wolverine4262

Yep eventhough they both said they liked the 360 better( because of dev tools and ease of programming) both said the PS3 is more powerful I really dont see why this is up for debate.

 

CPU is quite a bit more powerful than 360's. GPU is actually quite a bit slower than 360's. Its the trade off you dont want.

LOL way to spin it n00b. X360 has a "slight" advantage of PS3 GPU. PS3 has VERY significant advantage in CPU. Plus Itagaki and John Carmack say PS3 is overall more powerful.

 

Never underestermate the effect of a slower gpu, making up for lost power with a cpu takes a hell of a lot

Cell is not a regular CPU dammit. Games like Lair and HS already show what the power of Cell+RSX can do.

LOL... HS can't even do HDR and AA at the same time...

It sure does..thats a myth lemming continue to dream about :lol:

It does HDR, 4XAA and anisotropic filtering...all at the same time.

 

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Dualshockin

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#49 Dualshockin
Member since 2006 • 7826 Posts
[QUOTE="brainiac24"][QUOTE="Dualshockin"]As the Insomniac CCO said,the Xbox 360's GPU has-arguably-a slight advantage(This could mean an extra reflection here and there etc.) But the Ps3's CPU crushes the 360's,and when 3rd party devs finally get a hang of it,the true power of the Cell will come to life. Expect God Of War 3 to be the best looking game on any platform.

first of all, killahalo did not explain what those numbers meant. so if you dont know what they mean, you would guess more numbers = better performance. second, the rsx is based on nvidia's G70 series, mainly the 7800 gtx. 360's GPU is based on ATI's still unreleased direct-x 10 graphics cards. ownage approved.

I guess that could be why multiplat games are looking better on Ps3 within 5 months of release? The Ps3 is more powerful overall,add in Blu-ray,you have the clear next-gen monster.
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OMGTEHGRUKWTF

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#50 OMGTEHGRUKWTF
Member since 2004 • 635 Posts

Put it this way...with all that techincal data everyone is showing on these forums...i bet you none of us understand it. djxaquaxblue

 I understand it perfectly, but nothing matters except the amount of RAM in the console. RAM is a system bottleneck in both consoles, and the X360 has twice as much RAM (which means better textures, etc).