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Xbox 360 Vs Ps3


JappyBeast
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Seems the XBOX 360 beats it on quite a few things.

GPU Transistor Count

PS3 - RSX transistor count: 300.2 million transistors

Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)

GPU clock

Xbox 360 - Xenos clocked at 500 Mhz

PS3 - RSX clocked at 500 MHz

GPU video memory

Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus

Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s bus, multiplied by 8 thanks to multisampling unpacking for an effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)

PS3 - RSX: 256 MB GDDR3 VRAM clocked at 650 Mhz on a 128-bit bus

PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

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 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)

PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)

Filtered Texture Fetch

Xbox 360 - 8.0 Billion Texels/sec

PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)

PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)

Vertex Texture Fetch

Xbox 360 - 8.0 Billion Texels/sec

PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)

PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)

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 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)

PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

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 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)

PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

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 - 22.4 GB/sec (shared with other graphics data: textures and vertices)

PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)

PS3 - 10.0 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 - 22.4 GB/sec (shared with frame buffer)

PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)

PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)

Shader Model

Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture

PS3 - Shader Model 3.0 / Discrete Shader Architecture

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Yawn,

Get that from microsoft.com?

Its easy to make either one look better by selecting certain stats, many of which have very little effect on performance.

The PS3 is more powerful, get over it.

I cant be bothered going through the details, but that is written with an xbox bias. One example is the Graphics memory section, which makes out that the PS3 has 256MB and the 360 has 512MB. In reality, the 360s 512MB is shared between the GPU and the main system RAM, whereas the PS3 has 256MB for the GPU, and ANOTHER 256MB for the system RAM, so they both have 512MB.

One of the most important stats that has a large impact on performance is the number of "cores" that the CPU has. This has been "strangely" omitted from you list. The 360s CPU has 3 cores, whereas the PS3 has SEVEN.

I could go on.....

The games that come out in 12 months time for the PS3 will be markedly superior to xbox games.

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pity then the PS3 is overpriced and ATM very little development compared to the 360!! i know which one im going for!!

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Konami mentioned in an interview last week that the version of PES7 they're releasing on the PS3 will be considerably better than the XBox version due to the fact they can rely on users being able to read 18Gb of BluRay space... they've filled it, too. The game will be significantly cut down (I guess in the HD textures department) on the 360.

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thats ok dont like watching football so the games like that i wont miss :)

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