الجام العربي
30-10-2006, 05:17 PM
المصدر
http://www.totalvideogames.com/news/PS3_Half_Polygon_Performance_Of_360__10053_3307_0.htm
PS3 Half Polygon Performance Of 360 ??? [ News ]
The Inquirer nets information and pictures that suggest developers may have a hard time with the Playstation3...
Author: Chris Leyton | Date Added: 05/06/2006
The Inquirer has been at it again with revelations yesterday that question the overall performance of the CELL processor, throwing doubt as to whether the Playstation3 will contest the Xbox 360 in certain areas.
Stemming from information and pictures allegedly leaked from DevStation, the Inquirer alleges that the Playstation3 RSX chip will suffer in raw polygon performance, managing to push 275 million triangles p/second, compared to the 500 million+ possible on the Xbox 360.
Further still, although the information contained within this article (http://www.theinquirer.net/?article=32171) should be enough to make most people feel technically inadequate, it appears that the CELL processor is handicapped with a local memory read bandwidth of ~16MB p/second. Developers on the Playstation3 will have to work around such a design constraint, with official Sony documentation suggesting that code shouldn't be read from local memory, but written to main memory via the RSX and read from there instead.
So there you have it, although not exactly the smoking gun that will have mainstream Playstation gamers switching allegiance to the Xbox 360, it will nonetheless be interesting to see whether developers struggle to create the visual standards that Sony has maintained - but surely they've never tried that before have they...
ولكم المقارنة بين الجهازين:
CPU
XBox 360 360
Custom IBM PowerPC CPU
3 symmetrical cores @3.2 GHz each
2 hardware threads per core, 6 total
VMX-128 vector unit per core; 3 total
128 VMX-128 registers per hardware thread
1 MB L2 cache
PS3
Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
7x SPE @3.2GHz
7x 128b 128 SIMD GPRs
7x 256KB SRAM for SPE
512KB L2 cache
Graphics
XBox 360
Microsoft/ATI @500MHz
10 MB of embedded DRAM
48-way parallel floating-point dynamically scheduled shader pipelines
Unified shader architecture
48 billion shader operations per second
PS3
NVIDIA RSX @550MHz
1.8 TFLOPS floating point performance
Dual screen output, each up to 1080p resolution (1920×1080)
Memory
XBox 360
512 MB GDDR3 RAM
PS3
256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
Memory Bandwidth
XBox 360
22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus
PS3
Main RAM: 25.6GB/s
VRAM: 22.4GB/s
RSX: 20GB/s (write) + 15GB/s (read)
SB: 2.5GB/s
Floating Point Performance
XBox 360
1 Teraflop
PS3
2.18 Teraflops
HDD
XBox 360
Detachable 20GB
PS3
Detachable 2.5″ HDD
(size unknown)
Communication
XBox 360
Ethernet
Wi-Fi 802.11a/b/g (optional extra)
PS3
3x Ethernet
Wi-Fi 802.11b/g (built-in)
Bluetooth 2.0 (EDR)
I/O
XBox 360
up to 4 wireless controllers
3x USB 2.0 ports
2x memory unit slots
PS3
up to 7 wireless controllers (Bluetooth)
4x Front USB (2.0)
2x Rear USB (2.0)
1x Memory Stick Standard/Duo, PRO x 1
1x SD standard/mini
1x CompactFlash (Type I, II) x 1
AV Connections
XBox 360
Component, composite, VGA, Optical Audio
PS3
2x HDMI, Optical Audio, AV Multi
Video Output
XBox 360
480i, 480p, 720p, 1080
PS3
480i, 480p, 720p, 1080i, 1080p
Audio Output
XBox 360
Multi-channel surround sound output
Supports 48KHz 16-bit audio
320 independent decompression channels
32-bit audio processing
Over 256 audio channels
PS3
Dolby 5.1, DTS, LPCM, etc.
Disc Media
XBox 360
CD:
CD-DA (ROM), CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
DVD:
DVD-ROM, DVD-R/RW, DVD+R/RW
PS3
CD:
CD-DA (ROM), CD-R, CD-RW, SACD, DualDisc
DVD:
DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW
Blu-ray Disc:
BD-ROM, BD-R, BD-RE
Backwards Compatibility
XBox 360
“Selected Backward Compatibility”
PS3
Compatible with PlayStation & PlayStation 2
http://www.totalvideogames.com/news/PS3_Half_Polygon_Performance_Of_360__10053_3307_0.htm
PS3 Half Polygon Performance Of 360 ??? [ News ]
The Inquirer nets information and pictures that suggest developers may have a hard time with the Playstation3...
Author: Chris Leyton | Date Added: 05/06/2006
The Inquirer has been at it again with revelations yesterday that question the overall performance of the CELL processor, throwing doubt as to whether the Playstation3 will contest the Xbox 360 in certain areas.
Stemming from information and pictures allegedly leaked from DevStation, the Inquirer alleges that the Playstation3 RSX chip will suffer in raw polygon performance, managing to push 275 million triangles p/second, compared to the 500 million+ possible on the Xbox 360.
Further still, although the information contained within this article (http://www.theinquirer.net/?article=32171) should be enough to make most people feel technically inadequate, it appears that the CELL processor is handicapped with a local memory read bandwidth of ~16MB p/second. Developers on the Playstation3 will have to work around such a design constraint, with official Sony documentation suggesting that code shouldn't be read from local memory, but written to main memory via the RSX and read from there instead.
So there you have it, although not exactly the smoking gun that will have mainstream Playstation gamers switching allegiance to the Xbox 360, it will nonetheless be interesting to see whether developers struggle to create the visual standards that Sony has maintained - but surely they've never tried that before have they...
ولكم المقارنة بين الجهازين:
CPU
XBox 360 360
Custom IBM PowerPC CPU
3 symmetrical cores @3.2 GHz each
2 hardware threads per core, 6 total
VMX-128 vector unit per core; 3 total
128 VMX-128 registers per hardware thread
1 MB L2 cache
PS3
Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
7x SPE @3.2GHz
7x 128b 128 SIMD GPRs
7x 256KB SRAM for SPE
512KB L2 cache
Graphics
XBox 360
Microsoft/ATI @500MHz
10 MB of embedded DRAM
48-way parallel floating-point dynamically scheduled shader pipelines
Unified shader architecture
48 billion shader operations per second
PS3
NVIDIA RSX @550MHz
1.8 TFLOPS floating point performance
Dual screen output, each up to 1080p resolution (1920×1080)
Memory
XBox 360
512 MB GDDR3 RAM
PS3
256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
Memory Bandwidth
XBox 360
22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus
PS3
Main RAM: 25.6GB/s
VRAM: 22.4GB/s
RSX: 20GB/s (write) + 15GB/s (read)
SB: 2.5GB/s
Floating Point Performance
XBox 360
1 Teraflop
PS3
2.18 Teraflops
HDD
XBox 360
Detachable 20GB
PS3
Detachable 2.5″ HDD
(size unknown)
Communication
XBox 360
Ethernet
Wi-Fi 802.11a/b/g (optional extra)
PS3
3x Ethernet
Wi-Fi 802.11b/g (built-in)
Bluetooth 2.0 (EDR)
I/O
XBox 360
up to 4 wireless controllers
3x USB 2.0 ports
2x memory unit slots
PS3
up to 7 wireless controllers (Bluetooth)
4x Front USB (2.0)
2x Rear USB (2.0)
1x Memory Stick Standard/Duo, PRO x 1
1x SD standard/mini
1x CompactFlash (Type I, II) x 1
AV Connections
XBox 360
Component, composite, VGA, Optical Audio
PS3
2x HDMI, Optical Audio, AV Multi
Video Output
XBox 360
480i, 480p, 720p, 1080
PS3
480i, 480p, 720p, 1080i, 1080p
Audio Output
XBox 360
Multi-channel surround sound output
Supports 48KHz 16-bit audio
320 independent decompression channels
32-bit audio processing
Over 256 audio channels
PS3
Dolby 5.1, DTS, LPCM, etc.
Disc Media
XBox 360
CD:
CD-DA (ROM), CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
DVD:
DVD-ROM, DVD-R/RW, DVD+R/RW
PS3
CD:
CD-DA (ROM), CD-R, CD-RW, SACD, DualDisc
DVD:
DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW
Blu-ray Disc:
BD-ROM, BD-R, BD-RE
Backwards Compatibility
XBox 360
“Selected Backward Compatibility”
PS3
Compatible with PlayStation & PlayStation 2