zero129 said:
I'll see if i can do that for you. I'm not sure about the Wii as i don't know what AMD GPU that is based off but im sure i can for the 360 give me a sec :D Edit ok i really can't find the GPU the 360 is based on to compare it on that site sorry :( |
There are probably no visual bars available online to make a picture comparison, but here are the 360 GPU specs anyways:
- 500 MHz parent GPU on 90 nm, 65 nm (since 2008) or 45nm (since 2010) TSMC process of total 232 million transistors
- 48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each. [2]
- Unified shading architecture (each pipeline is capable of running either pixel or vertex shaders)
- 10 FP ops per vector processor per cycle (5 fused multiply-add)
- Maximum vertex count: 6 billion vertices per second ( (48 shader vector processors × 2 ops per cycle × 500 MHz) / 8 vector ops per vertex) for simple transformed and lit polygons
- Maximum polygon count: 500 million triangles per second[2]
- Maximum shader operations: 96 billion shader operations per second (3 shader pipelines × 16 processors × 4 ALUs × 500 MHz)
- 240 GFLOPS
- MEMEXPORT shader function
- 16 texture filtering units (TF) and 16 texture addressing units (TA)
- 16 filtered samples per clock
- Maximum texel fillrate: 8 gigatexels per second (16 textures × 500 MHz)
- 16 unfiltered texture samples per clock
- 16 filtered samples per clock
- Maximum Dot product operations: 24 billion per second
- Support for a superset of DirectX 9.0c API DirectX Xbox 360, and Shader Model 3.0+
- 48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each. [2]
- 500 MHz, 10 MiB daughter embedded DRAM (at 256GB/s) framebuffer on 65nm (since 2010 [4]).
- NEC designed eDRAM die includes additional logic (192 parallel pixel processors) for color, alpha compositing, Z/stencil buffering, and anti-aliasing called “Intelligent Memory”, giving developers 4-sample anti-aliasing.
- 105 million transistors [5]
- 8 Render Output units
- Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs × 500 MHz)
- Maximum Z sample rate: 8 gigasamples per second (2 Z samples × 8 ROPs × 500 MHz), 32 gigasamples per second using 4X anti aliasing (2 Z samples × 8 ROPs × 4X AA × 500 MHz)[1]
- Maximum anti-aliasing sample rate: 16 gigasamples per second (4 AA samples × 8 ROPs × 500 MHz)[1]
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."







