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)Â 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
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- 48-way parallel floating-point dynamically-scheduled shader
- Â 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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