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RazorDragon said:
fatslob-:O said:
RazorDragon said:
fatslob-:O said:
RazorDragon said:

You've got to be kidding me. First of all, Gamecube's GPU didn't even had any "shaders"(by saying that, you must mean pixel/vertex shader units, otherwise your comment wouldn't even make sense), it's an old 2001 fixed-function GPU. 3DS's GPU, on the other hand, does support vertex and pixel shader functionality compilant with OpenGL ES 1.0 standard, even though it does have fixed-function units.

And all that MHz myth talk is getting tiring. I thought we all had understood that MHz meant nothing back there in 2000, when the high-clocked Pentium 4 processors went against lower-clocked Athlon XP processors and the Athlon XP's actually performed better despite a much lower clock speed. More MHz doesn't always equal better performance, processor architecture does. Within a same architecture, clock speed matters, otherwise, it's useless comparing it.

Aside from all the nonsense you said, you are somewhat right about one thing: 3DS is, indeed, weaker than Gamecube. By saying weaker, I mean that 3DS's GPU outputs less polygons and the dual ARM11 processor is worse than Gamecube's Gekko. Now, compare anything else other than CPU and polygon count and the 3DS will be better, by a fair margin, when compared to the Gamecube.

Thanks for supporting my arguement with some actual knowledge compared to the others in this thread. ^_^

BTW The gamecube did have shaders even if it were fixed functions and what not. Yeah, I know about the whole IPC thing. Just so you know the gamecube has a higher pixel and texture fillrates. The only advantage that I can infer is a larger memory and a higher memory bandwidth.

You might want to tell people in this thread to educate themselves. 


I wouldn't say shaders, TEV units were very limited and simply cannot be compared to actual pixel/vertex shader functionality, you can see that the Xbox even beat the Wii in certain areas(shadowing, normal mapping) thanks to it's first gen Shader Model vs Wii's TEV units. About pixel and texture fillrates, 3DS has a much higher pixel fillrate(1600Mpixels/s) when compared to Gamecube (648Mpixels/s). Couldn't find any source about Texture fillrates from both the Gamecube and the 3DS, so I won't comment on that.

You realize that the 3DSs GPU is running at 133mhz and not 400mhz, right ? http://www.tested.com/tech/gaming/992-nintendo-3ds-specs-revealed133mhz-gpu-dual-266mhz-arm11-cpus/

So that 1600Mpixels gets toned down to 533Mpixels.


You're right, I forgot about that fact. Anyway, I am impressed how these 533Mpixels/s would be enough to handle games at launch like SSFIV3D which use FSAA in 2D mode(therefore, internal rendering is done in 800x480, then downscaled to match screen resolution) and also display images on the lower 320x240 screen at a steady 60FPS.

You do realize that current gen consoles are pretty pathetic too in terms of fillrate, right ? 

4.4Gpixels for the PS3 and 4 for the xbox 360. 

Considering that their parts are over a hundred watts i would expect more from them.