KY and his new friend

  • Thread starter Thread starter marky5244
  • 120 comments
  • 8,879 views
Status
Not open for further replies.
I restrained from posting before to avoid a console war, but your ignorance is annoying. Plus, your flamebaiting has got a bite so congratulations.

Apologies in advance to other users, you don't have to read all this if you don't want to and/or already know the PS3 is technologically better than the Xbox 360. Those who are ignorant or just simply interested, please read on.

Maybe you need to look up the system specs in more detail rather than the basic numbers similar to what is advertised for PCs. The PS3 has subtle advantages that are played down in almost every comparison i have seen.


For starters, you have to understand that neither of these consoles has a graphics card, both have an integrated chip that process the memory given from the RAM. The PS3's RSX graphics chip runs at 550MHz rather than the 500MHz of the Xenos (doesn't appear to be much, but is very significant, has a knock on effect on every single graphical calculation). The RSX has 300million transistors, whereas the Xenos has 232 million transistors. Generally more is better but you have to look at the other things too. Such as:

Shader pipelines;
- Xbox 360: 48 multi-way dynamic shader pipelines, 240 FLOPS per cycle
- PS3: 24 parallel pixel shader pipelines + 8 parallel vertex pipelines, 200 FLOPS per cycle
Now the 360 has more pipelines but they have to accomodate both pixel and vertex shading, whereas the PS3s are independant which is less efficient, but gives better high end performance (because there gets a point where each pipeline on the 360 has to calculate 2 things at once. When this occurs you get a framerate drop). The Xbox 360 can do 48*240*500 = 5,760,000 calculations per cycle. The PS3 can do 32*200*550 = 3,520,000 calculations per cycle. To simplify that, shadows will be better on the 360, but by no means bad on the PS3. But as for shadows on the ground, the quality of the shadow also depends on the texture it is on.

Texture filtering units;
- Xbox 360: 16 texture filtering units + 16 unfiltered texture units
- PS3: 24 texture filtering units + 32 unfiltered texture units
The advantage for the PS3 here is obvious, because it is a straightfoward number comparison. The PS3 calculates 24*550 = 13,200 filtered texture units per cycle and 32*550 = 17,600 unfiltered texture units per cycle. The Xbox 360 calculates 16*500 = 8000 filtered texture units per cycle and the same amount of unfiltered texture units per cycle. In total, 30,800 compared with 16,000 of the Xbox 360, ergo the PS3 calculates textures at double the rate. Wonder why you get the 'pop in' textures on the Xbox 360? This is why. The quality of the textures will in most cases be the same, unless a game has been badly ported.

Render Output units;
- Xbox 360: 8 Render output units capable of 4 Gigapixels per second.
- PS3: 8 Render output units capable of 4.4 Gigapixels per second.
There doesn't appear to be much difference. But as always, the slight difference in clock speed has a knock on effect. So the Xbox 360 develops 8*4*500 = 16,000 render outputs per second, whereas the PS3 develops 8*4.4*550 = 19,360 render outputs per second. This is quite a big difference. The PS3 is capable of rendering more things at a faster rate, so everything looks slightly better, its as simple as that.

Maximum dot product operations;
- Xbox 360: 24 billion per second
- PS3: 51 billion per second
The dot product operations are used to calculate vectors and therefore every 3 operations will calculate a polygon/triangle. Therefore, the PS3 is capable of calculating and producing over double the polygons on screen as the Xbox 360. We see this already with GT5P vs Forza 3, where GT has 16 cars per race and Forza only 8. Its that simple.

To sum up, whilst the quality of the image on well ported cross-platform games will be the same, the PS3 is capable of running it at a much higher framerate. What we see currently though, is developers creating and optimising a game for Xbox 360, then porting them for PS3 and skipping the optimisation stages, so the PS3 version often doesn't turn out as good.

Now lets look at the memory of each console. The Xbox 360 has 512MB of DDR3 RAM running at 700MHz. The PS3 has 256MB of dedicated DDR3 VRAM also running at 700MHz clock speed, but alas that is not all it has. It has a further 256MB of XDR RAM running at 3.2GHz (which is insanely fast for RAM). The DDR3 memory is a no brainer, the Xbox 360 has more of it. But the PS3 makes more use of it due to the 550MHz GPU. The main advantages of the XDR RAM are that it is incredibly small compared to the likes of GDDR3 RAM. But not only that, its memory bandwidth is larger because each pin is capable of more bandwidth. So not only is XDR RAM around 4.5x faster than the GDDR3 RAM, it also has a higher memory bandwidth. So they both have 512MB of RAM, but the PS3's XDR RAM on its own is a match for 512 GDDR3.

The main CPU cannot be compared in detail because the processors in both are rather unique. Its not like your regular Intel vs AMD, these are completely different. So we have to look at the simple aspects. They both run at a clock speed of 3.2GHz. The PS3 has 7 cores and therefore a lot more versatility compared to the Xbox 360's 3 cores. The Xbox 360 has 1MB of cache shared between its cores. The PS3 has 512KB of cache, with an additional 256KB for each core. The more in-detail aspects for the processors are irrelevant (actually so was the cache) because the processors are so different and use different technologies and methods.

Now, the asylum of many PS3 fanboys; Blu-ray. I have to say, initially it looks good, with a Blu-ray holding around 5x the content of a DVD. But then things look bleak when you find out that the read speed of a DVD is infact around 1.5x faster than the blu-ray drive in the PS3. I think blu-ray is irrelevant. The media the games are stored on makes no difference at all. The only clear advantage of Blu-ray is it has the ability to play High definition movies without swapping the disc. Its production cost is within half a € cent of a DVD, and the read speed is semi-irrelevant because with the rapid increase in hard drive space in recent years (And with the 250GB PS3 that is barely more expensive than thae standard model), we will be able to store entire games on the HDD no problem.

Xbox Live vs PSN - Well what can i say? There is little to no difference between them. The online play is equally bad on both, i have played online on both consoles extensively and i can honestly say they suck compared to the dedicated servers you get on PC. Peer to Peer setups are to blame for this. Sony promises dedicated servers for its first party games, but they are still not up to the standard as PC servers as they have to accomodate more people at a reduced running cost. The Xbox live marketplace loads faster, but the download speeds are dependant on your own connection so i think this is irrelevant too.

The Xbox 360 still has something going for it, it is cheaper right? Wrong. The basic Xbox 360 model retails between £130 and £150. It comes with a pathetically small hardrive so you will need to buy one, which is around £20 for a 20GB HDD, or a cheaper used one on ebay. So lets say £155 (for the purpose of this comparison i will not include the wireless adaptor or the old HD DVD drive). The PS3 costs around £230-250 for its base 120GB slim model. It doesn't need any additions, so lets say £240. Now Xbox live is around £35-40. In just over 2 years, the consoles break even. Keep it longer than 2 years and the Xbox 360 is more expensive. And as i have shown in this thread the PS3 is technoogically superior, so you are getting less for your money with an Xbox 360.

I rest my case.

I only went over the numbers in the beginning of your post, so, I'll address that being the nerd that I am... :lol:

Note: I am NOT calling you stupid, a fanboy or otherwise, just stating facts based just on the beginning of your post, I haven't read the rest of it, yet.

Hardware to hardware, no, GPU to GPU the 360 has a theoretical advantage for a couple of reasons...

One, the R500 is based off of a hybrid design between the X1800 and X1900XT (Possibly XTX, but it's moreso based off of the X1900). Where the G70 the PS3 is based off of the NV47 (7800) which is at BEST a hybrid GT/GTX with the GTX 512's core clock, due largely in part to the memory bus cap. Now, the 360 uses what was then called a USA, which are now known as stream processors. The 360 can perform both vertex and pixel shader operations at the same time on the same clock, whereas the G70 still does each individually. Making for more efficient falling and rising edges, again, theoretically.

Mind you, all of this was a precursor to the R600 cards, you know, the bloody awful HD2000-series and the better 3000-series?

Advantage - Xbox

You addressed the 512MB vs. 256MB (with the advantage of a higher core clock) issue, and while it's quite sound and pretty much spot on, you forgot the daughter solution for the 360, the 10 MB (I can't remeber, is it 10MB or 10MiB?) which addresses all of the stenciling, color, alpha compositing, etc. I seem to believe the 360 is capable of only 4x AA through the eDRAM at little to no performance lost because it doesn't (have to) access the main GDDR memory itself. As you've pointed out however (meaning I don't have to) the PS3 does have the advantage with XDR and it's higher clock speed and pin for pin compatibility, however, the 360 does have the necessity to edge the PS3 in terms of raw bandwidth/throughput simply because the memory bus is larger. Still, I'd say at the end of the day the PS3 takes that one.

Advantage - PS3

And it seems I've lost my train of thought, so I'll stop there, I'll end in saying your post seems spot on and had I known earlier I would have befriended you long ago. :lol: Once again, not looking for a flame war, nor am I calling you dumb or any variation thereof, in fact I believe I'm agreeing with you. If you wishn't (that's right, wishn't :D) to veer off topic from this thread feel free to PM me, I'm a sucker for computers.
 
Actually, the RSX in the PS3 is usually partnered with an SPE processor, giving it much more processing power than a simple 7800 hybrid chip. This is why, even though the 360 has been out a year longer and is "easier" to code for, 360 games are still not blowing away PS3 games. Killzone 2, Uncharted 2 and GT5 are testimony to the sheer processing power available to a developer who takes the time to grasp what the Cell offers. The only game you might be able to compare them to is Crysis on a gaming PC.
 
Actually, the RSX in the PS3 is usually partnered with an SPE processor, giving it much more processing power than a simple 7800 hybrid chip. This is why, even though the 360 has been out a year longer and is "easier" to code for, 360 games are still not blowing away PS3 games. Killzone 2, Uncharted 2 and GT5 are testimony to the sheer processing power available to a developer who takes the time to grasp what the Cell offers. The only game you might be able to compare them to is Crysis on a gaming PC.

Giving it another necessary edge in the graphic department. There's been a rumor for quite a while that Microsoft wants to release a "newer" 360 model with updated hardware to some extent. Naturally, I sincerely doubt it to be true and nothing more than something some random person started on some random forum, but, should it hold some element of truth it would be stupid to do that now.

They would essentially be out-dating themselves for nothing more than higher clock speeds and maybe more RAM.
 
Giving it another necessary edge in the graphic department. There's been a rumor for quite a while that Microsoft wants to release a "newer" 360 model with updated hardware to some extent. Naturally, I sincerely doubt it to be true and nothing more than something some random person started on some random forum, but, should it hold some element of truth it would be stupid to do that now.

I believe they have already released an updated version of the console, as has Sony. Only minor changes though, no big changes in the hardware department, because then the later games developed for the new version would not be playable on the old version. Mainly changing the chips from 90nm to 65nm and now 45nm for the PS3. Microsoft re-designed the motherboard for the elite i think.

I think an Xbox '720' or 'PS4' would do a complete overhaul, as they are both what 4-5 years out of date now?
 
I believe they have already released an updated version of the console, as has Sony. Only minor changes though, no big changes in the hardware department, because then the later games developed for the new version would not be playable on the old version. Mainly changing the chips from 90nm to 65nm and now 45nm for the PS3. Microsoft re-designed the motherboard for the elite i think.

I think an Xbox '720' or 'PS4' would do a complete overhaul, as they are both what 4-5 years out of date now?

The PS3 and 360? In terms of what's been expanded upon in the PC market it would be more like 6-7 years out of date. I wonder if they'll actually call it the 720 and not something else.
 
I am very curious as to what the next xbox system is going to be called. I think M$ needs to get off the rotation thing A.S.A.P.
 
I restrained from posting before to avoid a console war, but your ignorance is annoying.

Plus, your flamebaiting has got a bite

With comments like that, there is no need to reply to your post. Grow up.
 
I am very curious as to what the next xbox system is going to be called. I think M$ needs to get off the rotation thing A.S.A.P.

Yeah, but they can't exactly just go from Xbox 360 to Xbox 3. And I don't see them dropping the Xbox name to come up with an all-new name without a number.
 
With comments like that, there is no need to reply to your post. Grow up.

You are indeed priceless man. Priceless :lol:

I believe you don't understand half a word in his post and just repeat your catch phrase everywhere to try and get out of trouble. Oh wait! You didn't use it this time! Nice to see you are growing up.
 
You are indeed priceless man. Priceless :lol:

I believe you don't understand half a word in his post and just repeat your catch phrase everywhere to try and get out of trouble. Oh wait! You didn't use it this time! Nice to see you are growing up.

As usual, thank you for your contribution to this thread. :lol:

Not only do I understand what he wrote, my reply to terronium is coming shortly.
 
Last edited:
^ What? I thought you said there was no need to reply to it:

With comments like that, there is no need to reply to your post. Grow up.
 
I have yet to see that free AA on the box's games. Seriously, where is that visible exactly?
Not on Forza or do my eyes lie to my brain? Seriously Bogie, you are 30 something, stop acting like a person way younger (and blinder [if that is even possible... I think I invented a new term haha]) than you are. I meet people like yourself every once in a while and I am always amazed at the immaturity your words seem to pass on...
 
Pfft, flamebait noobs.

THIS is how you flamebait:

ForzaFail.jpg
 
I only went over the numbers in the beginning of your post, so, I'll address that being the nerd that I am... :lol:

Note: I am NOT calling you stupid, a fanboy or otherwise, just stating facts based just on the beginning of your post, I haven't read the rest of it, yet.

Hardware to hardware, no, GPU to GPU the 360 has a theoretical advantage for a couple of reasons...

One, the R500 is based off of a hybrid design between the X1800 and X1900XT (Possibly XTX, but it's moreso based off of the X1900). Where the G70 the PS3 is based off of the NV47 (7800) which is at BEST a hybrid GT/GTX with the GTX 512's core clock, due largely in part to the memory bus cap. Now, the 360 uses what was then called a USA, which are now known as stream processors. The 360 can perform both vertex and pixel shader operations at the same time on the same clock, whereas the G70 still does each individually. Making for more efficient falling and rising edges, again, theoretically.

Mind you, all of this was a precursor to the R600 cards, you know, the bloody awful HD2000-series and the better 3000-series?

Advantage - Xbox

You addressed the 512MB vs. 256MB (with the advantage of a higher core clock) issue, and while it's quite sound and pretty much spot on, you forgot the daughter solution for the 360, the 10 MB (I can't remeber, is it 10MB or 10MiB?) which addresses all of the stenciling, color, alpha compositing, etc. I seem to believe the 360 is capable of only 4x AA through the eDRAM at little to no performance lost because it doesn't (have to) access the main GDDR memory itself. As you've pointed out however (meaning I don't have to) the PS3 does have the advantage with XDR and it's higher clock speed and pin for pin compatibility, however, the 360 does have the necessity to edge the PS3 in terms of raw bandwidth/throughput simply because the memory bus is larger. Still, I'd say at the end of the day the PS3 takes that one.

Advantage - PS3

And it seems I've lost my train of thought, so I'll stop there, I'll end in saying your post seems spot on and had I known earlier I would have befriended you long ago. :lol: Once again, not looking for a flame war, nor am I calling you dumb or any variation thereof, in fact I believe I'm agreeing with you. If you wishn't (that's right, wishn't :D) to veer off topic from this thread feel free to PM me, I'm a sucker for computers.

Unfortunately, he has no idea how the Xbox 360 truly works. Had he known, he would probably not look so foolish. Considering Microsoft has given us the full details of their box, as you can see below, the PS3 isn't as good as we aer led to believe.

The Xbox 360 has many more advantages than he listed, but since we all know his agenda, it should come as no surprise.

The Xbox 360 has 278.4 GB/s of memory system bandwidth while the PS3 has less than one-fifth of Xbox 360's (48 GB/s) of total memory system bandwidth. Think about that now for a second. The memory system bandwidth in Xbox 360 exceeds the PS3's by five times. That is huge. Also, when looking at general purpose computing, the Xbox 360 CPU has 3 times the general purpose processing power of the Cell. Not to mention, the Xbox 360 GPU design is more flexible and it has more processing power than the PS3 GPU.

The Xbox 360 processor was designed to give game developers the power that they actually need, in an easy to use form. The Cell processor has impressive streaming floating-point power that is of limited use for games.

The majority of game code is a mixture of integer, floating-point, and vector math, with lots of branches and random memory accesses. This code is best handled by a general purpose CPU with a cache, branch predictor, and vector unit.

The Cell's seven DSPs (what Sony calls SPEs) have no cache, no direct access to memory, no branch predictor, and a different instruction set from the PS3's main CPU. They are not designed for or efficient at general purpose computing. DSPs are not appropriate for game programming.

Xbox 360 has three general purpose CPU cores. The Cell processor has only one.

Xbox 360's CPUs has vector processing power on each CPU core. Each Xbox 360 core has 128 vector registers per hardware thread, with a dot product instruction, and a shared 1-MB L2 cache. The Cell processor's vector processing power is mostly on the seven DSPs.

Dot products are critical to games because they are used in 3D math to calculate vector lengths, projections, transformations, and more. The Xbox 360 CPU has a dot product instruction, where other CPUs such as Cell must emulate dot product using multiple instructions.

Cell's streaming floating-point work is done on its seven DSP processors. Since geometry processing is moved to the GPU, the need for streaming floating-point work and other DSP style programming in games has dropped dramatically.

Just like with the PS2's Emotion Engine, with its missing L2 cache, the Cell is designed for a type of game programming that accounts for a minor percentage of processing time.

Sony's CPU is ideal for an environment where 12.5% of the work is general-purpose computing and 87.5% of the work is DSP calculations. That sort of mix makes sense for video playback or networked waveform analysis, but not for games. In fact, when analyzing real games one finds almost the opposite distribution of general purpose computing and DSP calculation requirements. A relatively small percentage of instructions are actually floating point. Of those instructions which are floating-point, very few involve processing continuous streams of numbers. Instead they are used in tasks like AI and path-finding, which require random access to memory and frequent branches, which the DSPs are ill-suited to.

Based on measurements of running next generation games, only ~10-30% of the instructions executed are floating point. The remainders of the instructions are load, store, integer, branch, etc. Even fewer of the instructions executed are streaming floating point?"probably ~5-10%. Cell is optimized for streaming floating-point, with 87.5% of its cores good for streaming floating-point and nothing else.

Even ignoring the bandwidth limitations the PS3's GPU is not as powerful as the Xbox 360's GPU.

Below are the specs from Sony's press release regarding the PS3's GPU.

RSX GPU
550 MHz
Independent vertex/pixel shaders
51 billion dot products per second (total system performance)
300M transistors
136 shader operations per clock

The interesting ALU performance numbers are 51 billion dot products per second (total system performance), 300M transistors, and more than twice as powerful as the 6800 Ultra.

The 51 billions dot products per cycle were listed on a summary slide of total graphics system performance and are assumed to include the Cell processor. Sony's calculations seem to assume that the Cell can do a dot product per cycle per DSP, despite not having a dot product instruction.

However, using Sony's claim, 7 dot products per cycle * 3.2 GHz = 22.4 billion dot products per second for the CPU. That leaves 51 ?" 22.4 = 28.6 billion dot products per second that are left over for the GPU. That leaves 28.6 billion dot products per second / 550 MHz = 52 GPU ALU ops per clock.

It is important to note that if the RSX ALUs are similar to the GeForce 6800 ALUs then they work on vector4s, while the Xbox 360 GPU ALUs work on vector5s. The total programmable GPU floating point performance for the PS3 would be 52 ALU ops * 4 floats per op *2 (madd) * 550 MHz = 228.8 GFLOPS which is less than the Xbox 360's 48 ALU ops * 5 floats per op * 2 (madd) * 500 MHz= 240 GFLOPS.

With the number of transistors being slightly larger on the Xbox 360 GPU (330M) it's not surprising that the total programmable GFLOPs number is very close.


The PS3 does have the additional 7 DSPs on the Cell to add more floating point ops for graphics rendering, but the Xbox 360's three general purpose cores with custom D3D and dot product instructions are more customized for true graphics related calculations.

The 6800 Ultra has 16 pixel pipes, 6 vertex pipes, and runs at 400 MHz. Given the RSX's 2x better than a 6800 Ultra number and the higher frequency of the RSX, one can roughly estimate that it will have 24 pixel shading pipes and 4 vertex shading pipes (fewer vertex shading pipes since the Cell DSPs will do some vertex shading). If the PS3 GPU keeps the 6800 pixel shader pipe co-issue architecture which is hinted at in Sony's press release, this again gives it 24 pixel pipes* 2 issued per pipe + 4 vertex pipes = 52 dot products per clock in the GPU.

If the RSX followed the 6800 Ultra route, it will have 24 texture samplers, but when in use they take up an ALU slot, making the PS3 GPU in practice even less impressive. Even if it does manage to decouple texture fetching from ALU co-issue, it won't have enough bandwidth to fetch the textures anyways.

For shader operations per clock, Sony is most likely counting each pixel pipe as four ALU operations (co-issued vector+scalar) and a texture operation per pixel pipe and 4 scalar operations for each vector pipe, for a total of 24 * (4 + 1) + (4*4) = 136 operations per cycle or 136 * 550 = 74.8 GOps per second.

Given the Xbox 360 GPU's multithreading and balanced design, you really can't compare the two systems in terms of shading operations per clock. However, the Xbox 360's GPU can do 48 ALU operations (each can do a vector4 and scalar op per clock), 16 texture fetches, 32 control flow operations, and 16 programmable vertex fetch operations with tessellation per clock for a total of 48*2 + 16 + 32 + 16 = 160 operations per cycle or 160 * 500 = 80 GOps per second.

Overall, the automatic shader load balancing, memory export features, programmable vertex fetching, programmable triangle tesselator, full rate texture fetching in the vertex shader, and other well beyond shader model 3.0 features of the Xbox 360 GPU should also contribute to overall rendering performance.
 
I have yet to see that free AA on the box's games. Seriously, where is that visible exactly?
Not on Forza or do my eyes lie to my brain? Seriously Bogie, you are 30 something, stop acting like a person way younger (and blinder [if that is even possible... I think I invented a new term haha]) than you are. I meet people like yourself every once in a while and I am always amazed at the immaturity your words seem to pass on...

What are you talking about?
 
Pfft, flamebait noobs.

THIS is how you flamebait:

ForzaFail.jpg


I would say some pathetic flamebait..considering it came out on 10/27/09 LOL
 
Hmm, fascinating. Contradictory information. Who's right I wonder?

And more importantly, shouldn't we be comparing the technical specs of Kaz and Dan? :p
 
Open your eyes please.

Just waiting for you to elaborate. You said I wasn't acting my age. If you are claiming, I would like to know why.
 
Stop counter flame-baiting everyone. It's childish.
 
Stop counter flame-baiting everyone. It's childish.

You still haven't said what I did. Please elaborate. Use PM so you don't derail the thread any further.
 
Unfortunately, he has no idea how the Xbox 360 truly works. Had he known, he would probably not look so foolish. Considering Microsoft has given us the full details of their box, as you can see below, the PS3 isn't as good as we aer led to believe.

The Xbox 360 has many more advantages than he listed, but since we all know his agenda, it should come as no surprise.

The Xbox 360 has 278.4 GB/s of memory system bandwidth while the PS3 has less than one-fifth of Xbox 360's (48 GB/s) of total memory system bandwidth. Think about that now for a second. The memory system bandwidth in Xbox 360 exceeds the PS3's by five times. That is huge. Also, when looking at general purpose computing, the Xbox 360 CPU has 3 times the general purpose processing power of the Cell. Not to mention, the Xbox 360 GPU design is more flexible and it has more processing power than the PS3 GPU.

The Xbox 360 processor was designed to give game developers the power that they actually need, in an easy to use form. The Cell processor has impressive streaming floating-point power that is of limited use for games.

The majority of game code is a mixture of integer, floating-point, and vector math, with lots of branches and random memory accesses. This code is best handled by a general purpose CPU with a cache, branch predictor, and vector unit.

The Cell's seven DSPs (what Sony calls SPEs) have no cache, no direct access to memory, no branch predictor, and a different instruction set from the PS3's main CPU. They are not designed for or efficient at general purpose computing. DSPs are not appropriate for game programming.

Xbox 360 has three general purpose CPU cores. The Cell processor has only one.

Xbox 360's CPUs has vector processing power on each CPU core. Each Xbox 360 core has 128 vector registers per hardware thread, with a dot product instruction, and a shared 1-MB L2 cache. The Cell processor's vector processing power is mostly on the seven DSPs.

Dot products are critical to games because they are used in 3D math to calculate vector lengths, projections, transformations, and more. The Xbox 360 CPU has a dot product instruction, where other CPUs such as Cell must emulate dot product using multiple instructions.

Cell's streaming floating-point work is done on its seven DSP processors. Since geometry processing is moved to the GPU, the need for streaming floating-point work and other DSP style programming in games has dropped dramatically.

Just like with the PS2's Emotion Engine, with its missing L2 cache, the Cell is designed for a type of game programming that accounts for a minor percentage of processing time.

Sony's CPU is ideal for an environment where 12.5% of the work is general-purpose computing and 87.5% of the work is DSP calculations. That sort of mix makes sense for video playback or networked waveform analysis, but not for games. In fact, when analyzing real games one finds almost the opposite distribution of general purpose computing and DSP calculation requirements. A relatively small percentage of instructions are actually floating point. Of those instructions which are floating-point, very few involve processing continuous streams of numbers. Instead they are used in tasks like AI and path-finding, which require random access to memory and frequent branches, which the DSPs are ill-suited to.

Based on measurements of running next generation games, only ~10-30% of the instructions executed are floating point. The remainders of the instructions are load, store, integer, branch, etc. Even fewer of the instructions executed are streaming floating point?"probably ~5-10%. Cell is optimized for streaming floating-point, with 87.5% of its cores good for streaming floating-point and nothing else.

Even ignoring the bandwidth limitations the PS3's GPU is not as powerful as the Xbox 360's GPU.

Below are the specs from Sony's press release regarding the PS3's GPU.

RSX GPU
550 MHz
Independent vertex/pixel shaders
51 billion dot products per second (total system performance)
300M transistors
136 shader operations per clock

The interesting ALU performance numbers are 51 billion dot products per second (total system performance), 300M transistors, and more than twice as powerful as the 6800 Ultra.

The 51 billions dot products per cycle were listed on a summary slide of total graphics system performance and are assumed to include the Cell processor. Sony's calculations seem to assume that the Cell can do a dot product per cycle per DSP, despite not having a dot product instruction.

However, using Sony's claim, 7 dot products per cycle * 3.2 GHz = 22.4 billion dot products per second for the CPU. That leaves 51 ?" 22.4 = 28.6 billion dot products per second that are left over for the GPU. That leaves 28.6 billion dot products per second / 550 MHz = 52 GPU ALU ops per clock.

It is important to note that if the RSX ALUs are similar to the GeForce 6800 ALUs then they work on vector4s, while the Xbox 360 GPU ALUs work on vector5s. The total programmable GPU floating point performance for the PS3 would be 52 ALU ops * 4 floats per op *2 (madd) * 550 MHz = 228.8 GFLOPS which is less than the Xbox 360's 48 ALU ops * 5 floats per op * 2 (madd) * 500 MHz= 240 GFLOPS.

With the number of transistors being slightly larger on the Xbox 360 GPU (330M) it's not surprising that the total programmable GFLOPs number is very close.


The PS3 does have the additional 7 DSPs on the Cell to add more floating point ops for graphics rendering, but the Xbox 360's three general purpose cores with custom D3D and dot product instructions are more customized for true graphics related calculations.

The 6800 Ultra has 16 pixel pipes, 6 vertex pipes, and runs at 400 MHz. Given the RSX's 2x better than a 6800 Ultra number and the higher frequency of the RSX, one can roughly estimate that it will have 24 pixel shading pipes and 4 vertex shading pipes (fewer vertex shading pipes since the Cell DSPs will do some vertex shading). If the PS3 GPU keeps the 6800 pixel shader pipe co-issue architecture which is hinted at in Sony's press release, this again gives it 24 pixel pipes* 2 issued per pipe + 4 vertex pipes = 52 dot products per clock in the GPU.

If the RSX followed the 6800 Ultra route, it will have 24 texture samplers, but when in use they take up an ALU slot, making the PS3 GPU in practice even less impressive. Even if it does manage to decouple texture fetching from ALU co-issue, it won't have enough bandwidth to fetch the textures anyways.

For shader operations per clock, Sony is most likely counting each pixel pipe as four ALU operations (co-issued vector+scalar) and a texture operation per pixel pipe and 4 scalar operations for each vector pipe, for a total of 24 * (4 + 1) + (4*4) = 136 operations per cycle or 136 * 550 = 74.8 GOps per second.

Given the Xbox 360 GPU's multithreading and balanced design, you really can't compare the two systems in terms of shading operations per clock. However, the Xbox 360's GPU can do 48 ALU operations (each can do a vector4 and scalar op per clock), 16 texture fetches, 32 control flow operations, and 16 programmable vertex fetch operations with tessellation per clock for a total of 48*2 + 16 + 32 + 16 = 160 operations per cycle or 160 * 500 = 80 GOps per second.

Overall, the automatic shader load balancing, memory export features, programmable vertex fetching, programmable triangle tesselator, full rate texture fetching in the vertex shader, and other well beyond shader model 3.0 features of the Xbox 360 GPU should also contribute to overall rendering performance.

I read the bolded paragraphs. There are so many errors on them that I not even bothered reading the rest.
 
I read the bolded paragraphs. There are so many errors on them that I not even bothered reading the rest.

You are indeed priceless man. Priceless

I believe you don't understand half a word in in my post and just repeat your catch phrase everywhere to try and get out of trouble. Oh wait! You didn't use it this time! Nice to see you are growing up.
 
175,000 in four days seems pretty decent to me.

Not decent at all for a HUGELY hyped xbox 360 exclusive that was marketed to hell and back worldwide.

I remember when inFamous released with 275,426 for it's first five-day sales and everyone all over the internet was declairing it a "failure".........................
 
What the hell is this? Now it's a PS3 vs Xbox 360 topic? Ridiculous. What happen to Dan G and Kaz Y being friends? :lol:
 
Not decent at all for a HUGELY hyped xbox 360 exclusive that was marketed to hell and back worldwide.

I remember when inFamous released with 275,426 for it's first five-day sales and everyone all over the internet was declairing it a "failure".........................

Lets break this down another way shall we? Forza sold 175,00 in four days, that's 43,750 units per day. Uncharted 2 sold 537,000 in eighteen days, that's 29,833 units per day. Uncharted was also extremely hyped as well. I'm failing to see your point here.
 
What the hell is this? Now it's a PS3 vs Xbox 360 topic? Ridiculous. What happen to Dan G and Kaz Y being friends? :lol:

They can't be friends because they make games for different consoles.
 
What the hell is this? Now it's a PS3 vs Xbox 360 topic? Ridiculous. What happen to Dan G and Kaz Y being friends? :lol:

For the last two pages, just about.

However, there's always room for the original topic and I've always wondered if they've ever talked to one another during game development. You know, there's the possibility it's all 🤬 talking and what have you in public, but between them and their own games...they're probably close friends.
 
They can't be friends because they make games for different consoles.

You bet, just like Michael Schumacher and Frenado Alanso couldn't be friends either because they raced for different teams....wait a minute....

alonso-schumacher-brasil-2006.jpg


ou know, there's the possibility it's all 🤬 talking and what have you in public, but between them and their own games...they're probably close friends.

I'm willing to bet this is the case as well, just because you are rivals doesn't mean you hate one another.
 
Status
Not open for further replies.
Back