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curl-6 said:

zarx said:

 Also the Xbox CPU had SSE so could proccess 4 32-Bit (it couldn't do 64-Bit numbers like the Gekko could tho) floating point numbers per cycle (half that of a full PIII) via a single instruction. The Gekko could do ether 2 32-Bit numbers or 1 64-Bit number so is actually less capable on paper, but had some specialist instructions that helped a lot in real world performance, especially helping boost poly counts vs the Xbox. The Gekko also uses a SIMD FPU so it couldn't proccess more than one instruction per cycle. The weakness of the Xbox is it's low FSB clock, and having half the cache vs the Gekko. 

So... which are you saying is more powerful overall?

 


They are similar, for games the new instructions that Nintendo had added to the Gekko plus it's tight intergration with the GPU, added cache and bus bandwidth gives it the edge. Tho there are some situations where the Xbox's higher clock and CISC architecture would give it a small edge over the GCN, but most of them are not that important in most games.



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