| FrancisNobleman said: Specs are not graphics. You people need to compare the best now on Vita vs the best on 3DS. Actual games. |
Vita? Thread title says PSP.
Good suggestion though. Here goes, both native res:

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| FrancisNobleman said: Specs are not graphics. You people need to compare the best now on Vita vs the best on 3DS. Actual games. |
Vita? Thread title says PSP.
Good suggestion though. Here goes, both native res:

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| RazorDragon said:
15.3M polygons/sec is for the 2006 version at 200MHz. Here are the specs for the 2008 ver.(65nm), which clocks in about 40M Tri/sec at 400MHz: http://people.csail.mit.edu/kapu/EG_08/Mobile3D_EG08.pdf Also, no doubt it's running lower than 400MHz. The maximum allowed core frequency is almost never used in portable devices because of heat and battery issues. About the CPU, nobody knows. I find it quite hard to be two ARM11's at 266(and with one being used to wireless functions, so pretty much only 1 core for graphics), since the graphics shown on the 3DS absolutely wouldn't be possible with such an old chip clocked that low. ARM11's can go up to 1GHz, I don't even believe it's possible to underclock one as low as 266MHz. |
http://www.dmprof.com/english/e_products/e_pica_200/
Tadaa. Surprised I didn't think of that before, checking DMP's website. If 3DSbrew is right about the 3DS's GPU clock core, then it will be achieving around 20M polygons/sec, about the same as the Gamecube I believe.
Still not sure about the CPU. Early reports before the 3DS was released said it was either two ARM11's or a dual core ARM11 at 266Mhz, I've seen other "sources" that say it's higher than that though.

| brendude13 said: http://www.dmprof.com/english/e_products/e_pica_200/ Tadaa. Surprised I didn't think of that before, checking DMP's website. If 3DSbrew is right about the 3DS's GPU clock core, then it will be achieving around 20M polygons/sec, about the same as the Gamecube I believe. Still not sure about the CPU. Early reports before the 3DS was released said it was either two ARM11's or a dual core ARM11 at 266Mhz, I've seen other "sources" that say it's higher than that though. |
Check a few pages back. I pointed it out, yet everyone continues to ignore it and choose to beleive their in own "sources". I beleive its 2 ARM11 CPU's and not dual-core (sorry I didn't bother correcting myself before).
About the CPU - www.arm.com/products/processors/classic/arm11/index.php?tab=Specifications
| Platform | Battery capacity | Claimed battery life | Charge time |
| Nintendo 3DS | 1300 mAh | 3DS games: 3-5 hours. DS games: 5-8 hours | 3.5 hours |
| Nintendo DSi XL | 1050 mAh | 4-5 hours (highest), 9-11 hours (medium), 13-17 hours (lowest) | 2-3 hours |
| Nintendo DSi | 840 mAh | 3-4 hours (highest), 6-9 hours (medium), 9-14 hours (lowest) | 2-3 hours |
| Nintendo DS Lite | 1000 mAh | 5-8 hours (high brightness), 15-19 hours (low brightness) | 3 hours |
| Nintendo DS Fat | 850 mAh | 10 hours | 4 hours |
| Game Boy Advance SP | 700 mAh | 7-10 hours (high brightness) | 3 hours |
| PSP Go | 930 mAh | 3-6 hours | 2-3 hours |
| PSP 3000 | 1200 mAh | 4-6 hours | 3 hours |
| iPhone 4 | 1420 mAh | 10 hours video time. Less for Infinity Blade. | 2-3 hours |
The 3DS is more powerful than the Gamecube, probably more powerful than the Xbox. The CPU is slower, more than two thirds the speed of the Xbox, but it's got twice as much RAM and the GPU is just about twice as powerful.
On the technical side of things, the PSP is actually more powerful than the PS2. Very very slight. Almost identical, but still more powerful. We've seen more better looking games on the PS2 though, and that might be because not as many games were released on the PSP, but if it got the support, who knows if the PSP would actually have better looking games than the PS2? I think the real problem with the PSP was that it could only hold 1.8GB of data..
walsufnir said:
from 3dbrew.org ... |
3Dbrew, is like going to beyond3D for Wii U specs.
Plus the 3DS has at least 9 MB VRAM and the external storage is Toshiba 2 GB with internal memory of 1.5 GB.
Kaizar said:
Plus the 3DS has at least 9 MB VRAM and the external storage is Toshiba 2 GB with internal memory of 1.5 GB. |
Any proof for the 9 MB VRAM? Perhaps another yahoo-source?

walsufnir said:
|
Well, 4 MB of VRAM, but 268 MHz across the board for each core both CPU & GPU is clearly fabricated.
AMR11 CPU (difference from ARM9):
Redesigned pipeline, supporting faster clock speeds (target up to 1 GHz)
PICA200:
Specification:
65 nm Single Core [7](max. clock frequency 400 MHz) pixel performance: 800 Mpixel/s[7] 400 Mpixel/s @100 MHz[2] 1600 Mpixel/s @400 MHz vertex performance: 15.3 Mpolygon/s[7] 40Mtriangle/s @100 MHz[2] 160Mtriangle/s @400 MHz Power consumption: 0.5-1.0 mW/MHz[2] Frame Buffer max. 4095×4095 pixels Supported pixel formats: RGBA 4-4-4-4, RGB 5-6-5, RGBA 5-5-5-1, RGBA 8-8-8-8 Vertex program (ARB_vertex_program) Render-to-Texture MipMap Bilinear texture filtering Alpha blending Full-scene anti-aliasing (2×2) Polygon offset 8-bit stencil buffer 24-bit depth buffer Single/Double/Triple buffer DMP's MAESTRO-2G technology per pixel lighting procedural texture refraction mapping subdivision primitive shadow gaseous object rendering.
http://en.wikipedia.org/wiki/Nintendo_3DS
Kaizar said:
AMR11 CPU (difference from ARM9): Redesigned pipeline, supporting faster clock speeds (target up to 1 GHz) PICA200: Specification: 65 nm Single Core [7](max. clock frequency 400 MHz) pixel performance: 800 Mpixel/s[7] 400 Mpixel/s @100 MHz[2] 1600 Mpixel/s @400 MHz vertex performance: 15.3 Mpolygon/s[7] 40Mtriangle/s @100 MHz[2] 160Mtriangle/s @400 MHz Power consumption: 0.5-1.0 mW/MHz[2] Frame Buffer max. 4095×4095 pixels Supported pixel formats: RGBA 4-4-4-4, RGB 5-6-5, RGBA 5-5-5-1, RGBA 8-8-8-8 Vertex program (ARB_vertex_program) Render-to-Texture MipMap Bilinear texture filtering Alpha blending Full-scene anti-aliasing (2×2) Polygon offset 8-bit stencil buffer 24-bit depth buffer Single/Double/Triple buffer DMP's MAESTRO-2G technology per pixel lighting procedural texture refraction mapping subdivision primitive shadow gaseous object rendering. |
I will take it as an explicit "no". Thanks.

| DieAppleDie said: Just ask kaizar Hes the ultimate spec source |
ARM11
In terms of instruction set, the ARM11 builds on the preceding ARM9 generation. It incorporates all ARM926EJ-S features and adds the ARMv6 instructions for media support (SIMD) and accelerating IRQ response. Microarchitecture improvements in ARM11 cores[2] include: JTAG debug support (for halting, stepping, breakpoints, and watchpoints) was simplified. The EmbeddedICE module was replaced with an interface which became part of the ARMv7 architecture. The hardware tracing modules (ETM and ETB) are compatible, but updated, versions of those used in the ARM9. In particular, trace semantics were updated to address parallel instruction execution and data transfers. ARM makes an effort to promote good Verilog coding styles and techniques. This ensures semantically rigorous designs, preserving identical semantics throughout the chip design flow, which included extensive use of formal verification techniques. Without such attention, integrating an ARM11 with third party designs could risk exposing hard-to-find latent bugs. Due to ARM cores being integrated into many different designs, using a variety of logic synthesis tools and chip manufacturing processes, the impact of its register-transfer level (RTL) quality is magnified many times.[3] The ARM11 generation focused more on synthesis than previous generations, making such concerns be more of an issue. There are four ARM11 cores:Differences from ARM9
[edit]Cores
PICA200