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Legend11 said:

I often hear from PS3 "fans" the claim that the PS3 has better graphics than the 360 but it's just that the games haven't been released yet that show it... Well to clear a few things up and get some discussion going here's the stats to compare the two systems.  I'm wondering if maybe the high cost of adding blu-ray and problems in the development of the PS3 might have actually lead to a machine that might be crippled.

http://forum.teamxbox.com/showpost.php?p=9235572&postcount=11

GPU Transistor Count
PS3 - RSX transistor count: 300.2 million transistors
Xbox 360 - Xenos transistor count: 337 million (232 million parent die
+105 million EDRAM daughter die)

GPU clock
Xbox 360 - Xenos clocked at 500 Mhz
PS3 - RSX clocked at 500 MHz

GPU video memory
Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s
bus, multiplied by 8 thanks to multisampling unpacking for an
effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)
PS3 - RSX: 256 MB GDDR3 VRAM clocked at 650 Mhz on a 128-bit bus
PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

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 - 1.1 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 - 8.0 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 - 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)
PS3 - additional 20.0 GB/sec when reading from XDR memory (with
latency penalty)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture


I suppose you know most of this data is fake dont you ?

The RSX has 550mhz not 500Mhz ,the polygon count cant be determined for any of the architechtures ,etc etc ...

 

One of the most funny is the comparision of the shader capabilities ...basically you always calculate the 48 pipelines of the Xenos at full speed against the 24 pipelines of the RSX for shader and the 8 pipelines for vertex operations putting those apart to compare them face to face with the Xenos ....that way you maximize the difference and make the Xenos look better  .But in truth you must do vertex and shader operations at the same time ,and the correct comparision is 48x4 operations per cycle X500 megahertzs for the Xenos against 32x5.7 operations per cycle x550 megahertzs for the RSX .The results are comparable ,the flexibility of the unified shaders could give the X360 some advantage (4% )under determinate and optimate conditions ,but in raw numbers the RSX is a 4% more capable of this kind of calculations .Used at best the Xenos couldnt do the 100 Billion SOPS the RSX could theorically achieve ,but 96 at best .

 Just look at your source .Pathetic attempt boy .