Xbox 360 - 500 Million Triangles/sec
PS3 - 275 Million Triangles/sec
PS3 - 275 Million Triangles/sec
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Ketjusta on poistettu 1 sääntöjenvastainen viesti.
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Vastaukset 4
Vanhimmat
Missä asioissa Xbox 360 on PS3:a huonompi?
-Levyjen koko, PS3:ssa yli 50GB levyt.
-hd-asema erikseen hankittava, PS3:ssa bly-ray valmiina
-nettipelaaminen maksaa paljon! PS3:ssa ilmainen nettipelaamismahdollisuus!!!
-onko jo tarpeeksi???
-Tehoja paljon vähemmän, PS3:ssa prosessori vääntöä kolminkertaisesti enemmän, joten turha vikistä jostain ruudunpäivityksestä.
floppikolmosessa ei ole kuin yksi yleiskäyttöinen prosessoriydin, XBox 360:ssa niitä on PERÄTI KOLME!
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 Architecture
Ps3 on jokaisessa asiassa Xbox360 parempi,
Sony voitti tämän pelin...