By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SpokenTruth said:

I mean in a video game console.  Specialized hardware for a given market can't be compared to other specialized hardware for different markets for many reasons and largely for the very reasons you are stating. But console to console....there is enough similarity of function were FLOPS has a value as a unit of comparison.  

Again, I agree that the variability in how they are executed along with other components do not make them a perfect 1:1 unit of measure.  But for systems with similar function, they have some measurable value.  Case in point...no console generation has ever had fewer FLOPS than the previous generation.  

Not really. And I will use the The Xbox One X as an example here... As it has the command processor which offloads tasks from the CPU, which is not reflected in any "FLOPS" comparisons.

FLOPS only represents one aspect of a devices capability, it's not the be-all, end-all, it never was, never will.

haxxiy said:

The FPUs in the Jaguar processors within the PS4/XB1 are actually slower than the FPUs in the IBM processors within the PS3/X360. So yeah, fewer FLOPS.

I mean, you've never specified you're talking about GPUs alone, have you?

Not to mention Sony seems to believe likewise coming from the PS3 to the PS4, since the PS3, well...

... sounds kind of powerful, doesn't it? :P

The Jaguars beats the pants off the 7th gen in regards to integer capability though...

The Cell would only start to stretch it's legs only when doing iterative refinement, where-as the Jaguar can maintain a degree of performance regardless of operation...
Basically Jaguar would be akin to driving a car at 100km/miles per hour constantly, regardless of conditions.
Where-as Cell would be traveling at 50km/hour and sometimes when the road conditions were optimal, speed up to 150kms/miles per hour.

In the end, Jaguar would win the overall race, where-as Cell has the higher top-speed.

The thing with gaming though is that games need more than just iterative refinement floating point, so the Cell can never operate at it's top speed constantly.

Which is why Cell was so hard to build games for, because trying to extract as much performance as possible all the time was an impossibly difficult task.



--::{PC Gaming Master Race}::--