Asmo said:
Garnett said:
Let's look at the maximum theoretical numbers for the Xbox 360 and PS3 GPUs.
Triangle Setup Xbox 360 - 500 Million Triangles/sec PS3 - 250 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 - 1.0 Billion Vertices/sec
Filtered Texture Fetch Xbox 360 - 8.0 Billion Texels/sec PS3 - 12.0 Billion Texels/sec
Vertex Texture Fetch Xbox 360 - 8.0 Billion Texels/sec PS3 - 4.0 Billion Texels/sec
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 - 16.0 Billion Pixels/sec
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 - 24.0 Billion Pixels/sec
Multisampled Fill Rate Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz) PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4) PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
Pixel Fill Rate without Anti-Aliasing Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz) PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
Frame Buffer Bandwidth Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering) PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices) PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices) PS3 - 8.4 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 - 20.8 GB/sec (shared with frame buffer) PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer) PS3 - 8.4 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
Xbox 360 has the advantage in most cases.
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Dunno where you got this but it's wrong in some parts especially here :
Multisampled Fill Rate Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz) PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4) PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
Pixel Fill Rate without Anti-Aliasing Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz) PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
Because PS3's RSX clock isn't at 500 MHz but 550MHz
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Ok,it is 50mhz faster,That dosent really make a difference,Also 360 still wins in most cases...