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

Some of this stuff I refuse to believe:

  • A price above $300
  • The controllers with an expensive 6' color screen
  • A 2011 release date
  • Size bigger than an original SNES  in height

Now, this is where all you VGChartz tech masters come in.....

HOW CAPABLE IS A revamped AMD R700 GPU AND AN OVERCLOCKED triple-core IBM PowerPC chipset?

EDIT:

Alright I decided to find this stuff out for myself:

The PS3's GPU NVIDIA 7800GTX capabilities:

  • Core clock speed of 430 MHz
  • RSX @550MHz
  • 8 vertex shader units
  • 24 pixel shader units
  • 256 MB GDDR3 on a 256-bit memory interface
  • 600 MHz / 1.2 GHz memory clock
  • 8 pieces of 8Mx32 modules
  • ~100 watts power usage
  • 350 watt power supply requirement / 500 watt for SL
  • 1.8 TFLOPS floating point performance

The PS3's CPU capabilities:

CPU: Cell Processor

  • PowerPC-base Core @3.2GHz
  • 1 VMX vector unit per core
  • 512KB L2 cache
  • 7 x SPE @3.2GHz
  • 7 x 128b 128 SIMD GPRs
  • 7 x 256KB SRAM for SPE
  • * 1 of 8 SPEs reserved for redundancy total floating point performance: 218 GFLOPS

Memory

  • Main RAM: 25.6GB/s
  • VRAM: 22.4GB/s
  • RSX: 20GB/s (write) 15GB/s (read)
  • SB: 2.5GB/s (write) 2.5GB/s (read)

AV Output:

  • Screen size: 480i, 480p, 720p, 1080i, 1080p
  • HDMI: HDMI out x 2
Ð¥boÑ… 360 Specs
Custom IBM PowerPC-based CPU
  • 3 symmetrical cores running at 3.2 GHz each
  • 2 hardware threads per core; 6 hardware threads total
  • 1 VMX-128 vector unit per core; 3 total
  • 128 VMX-128 registers per hardware thread
  • 1 MB L2 cache
CPU Game Math Performance
  • 9 billion dot product operations per second
Custom ATI Graphics Processor
  • 500 MHz
  • 10 MB embedded DRAM
  • 48-way parallel floating-point dynamically-scheduled shader pipelines
  • Unified shader architecture
Polygon Performance
  • 500 million triangles per second
Pixel Fill Rate
  • 16 gigasamples per second fillrate using 4X MSAA
Shader Performance
  • 48 billion shader operations per second
Memory
  • 512 MB GDDR3 RAM
  • 700 MHz DDR
  • Unified memory architecture
Memory Bandwidth
  • 22.4 GB/s memory interface bus bandwidth
  • 256 GB/s memory bandwidth to EDRAM
  • 21.6 GB/s front-side bus
Overall System Floating-Point Performance
  • 1 TFLOP

 

Now for the Nintendo Hale (:P) I can make stuff up too...



Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. "  thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."