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vanguardian1 said: Graphically, the PS3 power-wise is capable of outdoing the 360, but I feel the difference won't be as substantial as some people are hoping. Depending on how the games are designed and implemented, the 360's ram configuration can utilize higher quality textures than the PS3 (whereas the PS3's is locked at 256mb), but the PS3 can run more visual effects on those same textures than the 360 due to it's faster speeds.
I do not know why you are trying to drive home that point but you are misinformed. The PS3 is not locked at 256MB for textures. The RSX has read write access to all of the ram at will. http://upload.wikimedia.org/wikipedia/en/a/af/X360bandwidthdiagram.jpg "The biggest ugly (and this really is a big one) in the Xbox360 diagram should be the location of the CPU relative to the main system memory. It has to be accessed through the GPU’s memory controller and shares the same 128 bit bus to GDDR3. The Xbox360 GPU’s 22.4GB/s bandwidth to the system’s unified memory, but this bandwidth is split between the GPU’s needs and the CPU’s. This means that if the Xenon(Xbox360 CPU) was using its full 21.6GB/s bandwidth to system memory, there would be 800MB/s left for the GPU. If the GPU was using its full bandwidth to this memory, none would be left for the Xenon. Additionally, the south bridge(I/O devices) are connected through the GPU also, and all of these devices are actually destined to go to the CPU unless sound for the Xbox360 is done on the Xenos. The impact of this is considerably less since I/O devices probably won’t exceed more than a few hundred MB/s during a game, and isn’t shared by GPUs 22.4GB/s access to main memory. This bandwidth is still going through the same bus that the CPU uses to access RAM and depletes off of the 21.6GB/s communication with RAM and the Xenos. http://www.blachford.info/computer/Cell/Cell_Arch.gif Looking at the diagram of the Playstation 3, you can see that the RSX has a dedicated 22.4 GB/s to its video memory, and the Cell has a dedicated 25.6GB/s to its main memory. Additionally, if you wanted to find the bandwidth the RSX could use from the Cell’s main memory, it go through the 35GB/s link between the Cell and itself, and then go through the Cell processor’s FlexIO controller, on the EIB, to the Cells memory controller which is the gatekeeper to RAM. The slowest link in the line is the bandwidth the XDR memory controller which is 25.6GB/s. If the RSX uses this bandwidth it is being shared with the Cell. In general, the major components in the Playstation 3 have their own memory to work with which provides maximum bandwidth to the respective pools of memory that each component will be using." - Ebony Seraphim There are a couple of amazing sidesteps both consoles use. The 360 can use memexport to bypass most constraints but it is true that both on paper and in pratical application the PS3 is more powerful. The issue is with devs that normally dev for the PC complaining about how hard it is. I am ok with that because my favorite exclusives for the nintendo and PS brand has been done be experience console devs. None which have complained about the architecture of any system.



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