@ Stan85
360`s ATI could do 500 million triangles per second,while ps3`s 7800 GTX could only do half of that - 250 million
No matter what is being claimed on the internet the evidence of the PS3 being able to trash the 360 in this regard is already out there. For example Gran Turismo 5 Prologue, ~200,000 polygons per car at 60 FPS, 16 of them on track at once. That's about 4 times the amount of polygons a car in Forza 2 is made of with half the amount of cars on screen.
Plus,ps3 has 256 mb of memory for the graphics,while 360 has 512 mb shared with the cpu,BUT the graphics chip has an internal memory (10 mb of embedded DRAM) for AA and more,so freeing some memory of that 512.
The RSX can use both XDR and GDDR3 memory if needed, actually that would roughly double the potential GPU bandwidth possible on the PS3. But if not needed it's better to have the Cell use the XDR for itself (something not possible for the 360's Xenon and the Cell can help the RSX more directly with regard to graphics).
The EDRam adds another step in the 360 architecture, this means all data first go to the main Ram and then has to be moved to the EDRam to add effects like Anti-aliasing. Sadly the amount of EDRam is too small in higher resolutions and with more effects the game will constantly move data between main RAM and EDram and bandwidth (/performance) suffers.
Just look at Halo 3 which is a high budget 360 exclusive with many years of development time. The EDRam advantage does not show the game is only 30 FPS, slows down in parts of the game, is rendering in 640p and has not implementing anti-aliasing. To get the most out of EDRam you stick to lower resolutions like 600p like Call of Duty 4 (steady 60 FPS and AA).
Plus,while the 360 reads 2 times and writes 3 times,the ps3 can only read and write once. SELNOR knows this better than i do.
No idea what you're talking about here.