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Khuutra said:
haxxiy said:
Khuutra said:
haxxiy said:

I predict Wii-HD will be 50% as powerful as PS4/X720, around 6 times as strong as the X360/PS3. It will be 1080p HD, but not 3D like it's competition... and the PS4/X720 duo shall be known as the 3D twins.

So you think the PS4 will be as powerful as twelve PS3s taped together?

The PS3 is 54 times as powerful as the PS2. My friend's $700 Radeon 4870X2 crossfire bought six months ago is 20 times as powerful as the X360 GPU. Two years from now, when next-gen consoles likely release, twelve PS3s taped together will only be half as powerful as the single top graph card. Is a reasonable estimate. 

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.