Khuutra said:
Care to, uh Care to elaborate on how you arrived at that there figure Or any of them, really |
*sigh* alright dude, I'll go step by step and very slowly so yo don't have any doubt left.
The PS2 consist of two chips, alright? One of them is called the Emotion Engine and the other one is the Graphics Synthesizer. The EE is the CPU and the GSX is the GPU. PS2 has a quite unusual architecture as it's CPU is around three times as strong as it's GPU and handles most of the graphic work except for the thing itself - rendering on screen.
The EE achieves 6.2 GFLOPS of 32-bit single floating point operations. It possess two vector units running a 9 times floating point accumulator and a 1x floating point divider. The first vector unit cramps 2.44GFLOPS and the second vector unit cramps 3.08GFLOPS. The CPU itself inside the EE runs only at 0.64GFLOPS (compare the GameCube and it's 1.9GFLOPS CPU performance).
The GSX itself has 16 pixel pipelines. I'm not sure about this one, since this kind of design isn't really my area, but it is reasonable to assume each one of them possess a single FP multiplier-divider equivalent instead of the regular GPU architecture found on the Xbox/GC (only 4 pipelines but much more power in each of them). 16 pixel pipelines times 147MHz times one operation = 2.352GFLOPS
Thus, PS2 total power roams around 8.5GFLOPS (compare GC at 12GFLOPS and Xbox at 15GFLOPS).
The PS3 features two processors like the PS2 or any other average computer design out there. The Cell Broadband Engine possess 1 power processing element and 8 synergic processing units, though only 7 of them are actually used on the PS3. The CBE runs the Altivec Matrix which is intended for optimum single-precision FLOPS performance, by running an enhanced set of operations through vector registers, somewhat avoiding the need of much less efficient scalar registers. Eight instructions per set per core at 3.2 GHz = 3.2 * 8 * 8 = 204.8GFLOPS.
The RSX is easier because it's just very similar to Geforce 7 designs. They work on vector4s(green, blue, red and alpha), possessing 24 pipelines for shading and 8 pipelines for vertex opps. In the other hand, the X360 works on vector5s but no madds, and 48 pipelines. In a nutshell, 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
PS3 total power = 432.8 GFLOPS / PS2's 8.552GFLOPS = 50.608044
Yeah, I admit I'm wrong. Only 50 times, not 54.