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Diomedes1976 said:
Garnett said:
ElectroRocker said:
Garnett said:
thejuicingamer said:
@ghost too bad 360 can't handle 1080p 60 FPS

Actually any console can handle 1080p,including Wii,but you cant have good graphics or good AI

 

Infact since 360 has a stronger GPU (Which i proven,but its not alot so dont get over hyped)it can put more pixles on screen,or Pixel Fill rate,and PS3 has proven to have less pixles on screen.

 

But PS3 has better Graphics on exclusives (killzone 2 and god of war 3 will destroy 360 in terms of graphics)

 

Wrong,360 GPU,No matter how much Sony hyped you into believe its better than 360 GPU its not,KZ2 is good and God of war 3 hasnt even been seen,if they can run on PS3 they can run better on 360 that is a FACT.

 

 

Dont be silly ,the 360 GPU is more modern with the unified pipeline and all but in the end of the day it can do 96Million Shader Operation per second.The RSX can do 100.So no , 360 GPU is not more powerful,just easier to use and to program for.Besides,the Cell can do graphics too with ease unlike the 360 CPU that is way more conventional CPU.This comes into play when you enter the post-processing effects.In fact the Cell is about 3 times more powerful that the 360 CPU(210 Gflops against 77 Gflops).

Nice figures by Sony but can you find a real website that does a comprasion of the 2 GPU,I found alot of them saying 360 GPU is better and they post the specs.

 

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 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 - 2.0 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 - 4.0 Billion Pixels/sec (8 ROPS x 550MHz)

 

360 wins in most cases,not all but most and those are just some of the numbers.