PS3 CPU:
- Cell Processor
- PowerPC-base Core @ 3.2GHz
- 1 VMX vector unit per core
- 512KB L2 cache
- 7 x SPE @ 3.2GHz
- 7 x 128b 128 SIMD GPRs
- 7 x 256KB SRAM for SPE
- 1 of 8 SPEs reserved for redundancy
- total floating point performance: 218 GFLOPS
PS3 GPU (Graphics Processing Unit):
- RSX @ 550MHz
- 1.8 TFLOPS floating point performance
- Full HD (up to 1080p) x 2 channels
- Multi-way programmable parallel floating point shader pipelines
Bandwidth:
- Main RAM 25.6GB per second
- VRAM 22.4GB per second
- RSX 20GB per second (write) 15GB per second (read)
- SB< 2.5GB per second (write) 2.5GB per second (read)
PS3 Sound:
- Dolby 5.1ch, DTS, LPC. All is cell based processing allow for unique sounds.
PS3 Memory:
- 256MB XDR Main RAM @ 3.2GHz
- 256MB GDDR3 VRAM @ 700MHz
Audio Video Output:
- Screen size: 480i, 480p, 720p, 1080i, and 1080p
- HDMI: HDMI out x 2
- Analog: AV multi out
- Digital audio: Digital Out (OPTICAL)
Disc Media (CD) Specs:
- PlayStation CD-ROM PlayStation 2 CD-ROM
- CD-DA, CD-DA (ROM), CD-R, CD-RW
- SACD, SACD Hybrid (CD layer), SACD HD
- DualDisc, DualDisc (audio side), DualDisc (DVD side)
Disc Media (DVD) Specs:
- PlayStation 2 DVD-ROM
- PlayStation 3 DVD-ROM
- DVD-Video, DVD-ROM, DVD-R
- DVD-RW, DVD R, DVD RW
Disc Media (Blu-ray) Specs:
- PlayStation 3 BD-ROM
- BD-Video
- BD-ROM
- BD-R
- BD-RE
Other Info of PS3:
- Product name: PlayStation 3
- Nickname: PS3
- System Floating Point Performance: 2 TFLOPS
- Storage: Detachable 2.5" HDD slot
I/O:
- USB Front x 4, Rear x 2 (USB2.0)
- Memory Stick standard/Duo or PRO
- SD standard and mini
- CompactFlash (Type I, II)1
Communications:
- Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 output x 2)
- Wi-Fi IEEE 802.11 b/g
- Bluetooth 2.0 (EDR)
Controls:
- Bluetooth, allowing up to 7 players at once
- USB 2.0, which is wired
- Wi-Fi allowing connectivety between PS3 and PSP.
- Network and networking over IP.
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 275 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 - 8.8 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.2 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)
Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.4 Billion Pixels/sec (8 ROPS x 550MHz)
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)
Shader Model
Xbox 360 - Shader Model 3.0 / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Archi
yläpuolella näette huijauksen jossa xbox360:sen
fanit ovat vaihtaneet tietojen paikkoja! jokaisessa noissa annetuissa tiedoissa on vaihettu ps3:Sen nimen paikalle xbox 360. joten älkää uskoko kaikkea mitä täällä foorumilla kirjoitetaan.
- Cell Processor
- PowerPC-base Core @ 3.2GHz
- 1 VMX vector unit per core
- 512KB L2 cache
- 7 x SPE @ 3.2GHz
- 7 x 128b 128 SIMD GPRs
- 7 x 256KB SRAM for SPE
- 1 of 8 SPEs reserved for redundancy
- total floating point performance: 218 GFLOPS
PS3 GPU (Graphics Processing Unit):
- RSX @ 550MHz
- 1.8 TFLOPS floating point performance
- Full HD (up to 1080p) x 2 channels
- Multi-way programmable parallel floating point shader pipelines
Bandwidth:
- Main RAM 25.6GB per second
- VRAM 22.4GB per second
- RSX 20GB per second (write) 15GB per second (read)
- SB< 2.5GB per second (write) 2.5GB per second (read)
PS3 Sound:
- Dolby 5.1ch, DTS, LPC. All is cell based processing allow for unique sounds.
PS3 Memory:
- 256MB XDR Main RAM @ 3.2GHz
- 256MB GDDR3 VRAM @ 700MHz
Audio Video Output:
- Screen size: 480i, 480p, 720p, 1080i, and 1080p
- HDMI: HDMI out x 2
- Analog: AV multi out
- Digital audio: Digital Out (OPTICAL)
Disc Media (CD) Specs:
- PlayStation CD-ROM PlayStation 2 CD-ROM
- CD-DA, CD-DA (ROM), CD-R, CD-RW
- SACD, SACD Hybrid (CD layer), SACD HD
- DualDisc, DualDisc (audio side), DualDisc (DVD side)
Disc Media (DVD) Specs:
- PlayStation 2 DVD-ROM
- PlayStation 3 DVD-ROM
- DVD-Video, DVD-ROM, DVD-R
- DVD-RW, DVD R, DVD RW
Disc Media (Blu-ray) Specs:
- PlayStation 3 BD-ROM
- BD-Video
- BD-ROM
- BD-R
- BD-RE
Other Info of PS3:
- Product name: PlayStation 3
- Nickname: PS3
- System Floating Point Performance: 2 TFLOPS
- Storage: Detachable 2.5" HDD slot
I/O:
- USB Front x 4, Rear x 2 (USB2.0)
- Memory Stick standard/Duo or PRO
- SD standard and mini
- CompactFlash (Type I, II)1
Communications:
- Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 output x 2)
- Wi-Fi IEEE 802.11 b/g
- Bluetooth 2.0 (EDR)
Controls:
- Bluetooth, allowing up to 7 players at once
- USB 2.0, which is wired
- Wi-Fi allowing connectivety between PS3 and PSP.
- Network and networking over IP.
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 275 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 - 8.8 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.2 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)
Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.4 Billion Pixels/sec (8 ROPS x 550MHz)
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)
Shader Model
Xbox 360 - Shader Model 3.0 / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Archi
yläpuolella näette huijauksen jossa xbox360:sen
fanit ovat vaihtaneet tietojen paikkoja! jokaisessa noissa annetuissa tiedoissa on vaihettu ps3:Sen nimen paikalle xbox 360. joten älkää uskoko kaikkea mitä täällä foorumilla kirjoitetaan.
Vastaukset 4
Vanhimmat
Onneksi päätin luopua PS3:n odottelusta ja hankkia hinta-laatu -suhteeltaan huomattavasti paremman xbox360:n.
Aika noloa kun Sony ei pysty edes samaan grafiikkatehoon kuin xbox360.
http://www.dnainternet.fi/id/pelit/laitteet/uutiset/1150674313599426.html
Mene siis vain takaisin Gaystation -osastolle postaamaan nimettömänä pysyttelevän "edustajan" kommentteja Sonyn surkeasti floppaavasta pelikonsoliprojektista.
omistan itse ps2,xbox ja xbox360 ja ihan varmasti tulen myös ps3 omistamaan vaikka en kyllä mitään 650€ ole valmis maksamaan.hinta tippuu ihan varmasti aika nopeasti ja ei mene kauaa kun kalliimpaa versiota saa 400€ suunnilleen.onneksi ei tule odotellessa aika pitkäksi kun voi pelailla muillakin koneilla.