| bonzobanana said: I don't agree with that analysis at all of the xbox vs wii and its certainly not true to how xbox games compare to wii. For cpu performance (yes only a rough guide but as fair as anything out there) http://en.wikipedia.org/wiki/Instructions_per_second xbox 360 19,200 dmips ps3 10, 240 dmips (but thats without all the little cell processor's that probably add about 20-30,000 dmips on there own but with a reduced size instruction set) wii u 8,450 dmips wii 1,651 dmips original xbox 2,509 dmips Yes I know its not that simple but its a good approximation. The main advantage the wii has is the bandwidth in the integrated 2meg frame buffer and 1meg texture cache. I think that is quite high and the 24 meg of 1t memory has very low latency. The wii is quite a basic design, apart from the larger optical disc, the 64MB of buffer memory to make this drive faster and the 50% increase in speed it is basically a gamecube. Still has 2 channel sound, 24bit graphics not 32bit etc. I can't think of anything that could be done on wii that couldn't be done on xbox yet there are loads of games heavily reliant on the larger 64MB of memory, faster processor and streaming from both optical drive and hard drive on xbox. There was some amazing graphics on the original xbox. Jaw dropping for its time. Apart from Xenoblade the wii was unimpressive. Even Mario Galaxy which is a beautiful game looks basic compared to Conker reloaded with all its enhanced textures, lighting etc and all with a full 5.1 soundtrack.
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Wii had a PowerPC based CPU, which typically performed far better per clock than Pentium based ones like the one in the Xbox. Since they were around the same clockspeed, that gives Wii the advantage. (It also had twice as much CPU cache)
And Wii had 88MB of RAM compared to 64MB for the Xbox, and it was faster RAM in the Wii as well.
Mario Galaxy ran at twice the framerate of Conker. It also made heavy use of Wii's fixed function shader pipeline, (The TEV unit) which meant it could spam techniques like EMBM with little performance hit. The same goes for other games that utilized these functions extensively; Xbox could do a wider range of effects, but when it came to the ones Wii was hardwired for, the Xbox was slower.
You couldn't do Halo 2 or Chronicles of Riddick on Wii, but by the same token, you couldn't do Mario Galaxy, Jett Rocket, or the Wii version of Modern Warfare 3 on Xbox.









