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bdbdbd said:

 

People have to have something from what to say "mine is better". It's pretty much about how specialized processors are. Comparing specs between GPU:s and CPU:s, you'll notice, that GPU:s often have higher specs than CPU:s, at the same time while they work at lower clock cycles. As far as i've understood differencies between high and low instructions, you can get the maximum performance from CISC by using code that is "complex" enough. I couldn't find the right words to describe what i mean, but i think you understood. :

 let's return to topic.

 

 XBOX:

  • Graphics processing unit (GPU) and system chipset: 233 MHz NV2A ASIC. Co-developed by Microsoft and NVIDIA.
    • 4 pixel pipelines with 2 texture units each
    • 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
      • 115 million vertices/second, 125 million particles/second (peak)
      • Peak triangle performance: 29,125,000 32 pixel triangles/sec raw or w. 2 textures and lit.
        • 485,416 triangles a frame at 60fps
        • 970,833 triangles a frame at 30fps
    • 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
    • Bilinear, trilinear, and anisotropic texture filtering
    • Similar to the NV20 and NV25 PC GPUs.

ATI Flipper

• 162 MHz
• 4 pixel pipelines
• 1 texel per pixel pipeline
• 4 texels per clock cycle (4 pixels with 1 texel per pixel)
• Maximum of 8 texture layers per rendering pass (done in 8 clock cycles)
• 650 megapixels per second
• 650 megatexels per second
• Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
• Perspective-Correct Texture Mapping
• Bump Mapping
• Environment Mapping
• 24-bit Z Buffer
• S3TC Texture Compression
• Subpixel Anti-Aliasing
• Geometry and Lighting Engine
• 33 million polygons per second (peak)
• 6 million to 12 million polygons per second (with effects)
• Hidden Surface Removal (HSR) based on early Z-test
• Virtual Texture Design
• 2MB Embedded Frame Buffer
• 1MB Embedded Texture Cache
• 10.4 gigabytes per second texture cache read bandwidth
• scene texture data stored in 24MB 1T-SRAM main memory
• 8.6 GFLOPS
• Custom Macronix 16-bit DSP Sound Processor
• 81 MHz
• 64 voices
• ADPCM encoding
• sound data stored in 16MB A-Memory

 

but we all know that flipper has better graphics thank a better design,infact microsoft left nvidia for ati for their x360.

wii probably double cube specs...

so wii has the best graphics from "480p era" 

 
apart that if whenever a softco will do a game for x360/ps3 optimized for 480p probably it will be better looking...but maybe we'll never know...
 
then on super mega AI...
Oblivion on pc needs a 3 ghz cpu (pentium cisc)
re4 on pc needs  a 2.4 ghz cpu (pentium cisc)
re4 on cube run on a 485 mhz power pc (risc)
oblivion on wii??? why not!!!!