By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Groucho said:
Garnett said:

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.

Some of those numbers are "conveniently" rounded to make the 360's GPU look better in more circumstances (last example, for instance, should have the RSX at "4.4 billion pixels/sec", but the author "conveniently" rounded it down to the nearest billion).

However, just about every graphics programmer I know prefers the 360's GPU over the PS3's. Its more flexible, and except in specific circumstances, it makes it easier to use and faster. If the GPU was all that mattered, the 360 would definately be the superior architecture, IMO.

The PS3 does have one (titanic) advantage in the graphics dept. though -- the SPUs are capable of doing alot of the GPU work for the GPU, and merely feeding it simpler, pre-processed data via the PS3's awesome bus architecture. The RSX+SPUs are more than capable of out-performing the X360's GPU, but it takes a LOT of talent to do so -- so much so that you're probably only ever going to see this difference in exclusive titles, or very-late-era cross-platforms (~2010 or later).

 

Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)

Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)

PS3 - 1.0 Billion Vertices/sec

PS3 - 16.0 Billion Pixels/sec

Is probably the more likely scenario, though with tesselation the ratio on the 360 changes to more like:

Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)

Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)

Just a rough guess, and you can see the significant edge the 360 GPU has with MSAA, though the Quincunx on the PS3 is getting better and better and it does produce a rough equivelent of 4xMSAA and they are mitigating the nasty blurryness with experience.

 



Tease.