The Real facts about the Xbox360 and Playstation 3 graphics comparison. A lot of people say that ps3 has better graphics, but the following was taken from IGN.com
Triangle SetupXbox 360 - 500 Million Triangles/secPS3 - 275 Million Triangles/secVertex
Shader ProcessingXbox 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 FetchXbox 360 - 8.0 Billion Texels/secPS3 - 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 FetchXbox 360 - 8.0 Billion Texels/secPS3 - 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 RateXbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)PS3 - 8.8 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)Pixel Fill Rate with 4x
Multisampled Anti-AliasingXbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)PS3 - 2.2 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)Pixel Fill Rate without Anti-AliasingXbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)PS3 - 4.4 Billion Pixels/sec (8 ROPS x 550MHz)
Frame Buffer BandwidthXbox 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 BandwidthXbox 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)
Shader ModelXbox 360 - Shader Model 3.0+ / Unified Shader ArchitecturePS3 - Shader Model 3.0 / Discrete Shader Architecture
Xbox 360 has the advantage in most cases.
Blu-Ray may have more space but compression technologies progress that has been made in the DVD field have not affected texture quality. The games are in fact identical - this coming directly from Gabe Newell. The "difference" you are seeing is the lower contrast on the PS3 ( This is in all games ) and the worse HDR systems that have to be utilized on ALL 7xx0 nVidia card series.The PS3 is in fact a single core machine, with 7 Synergistic Processing Elements. These SPE's sound great on paper and in theoretical use but in fact they offer less performance in practical use. The PS3 is a failed technology, so says IBM and Sony's Technology Department.
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