CPU: Cell (1 PPC + 7 units) vs X360 Cpu (three PPC cores)
X360 advantages and disadvantages
- much easier to program for 3 symmetric processors than an asymmetric processor
- strong single thread performance, but can only run limited number of threads
- multithreading is difficult to program for but NO WAY near as hard as for the cell
- Best described as a jack of all trades approach
Cell Advantages and disadvantages
- The cell is a massively parallel vector processor
- excellent for running multiple floating point tasks such as (game engine, encoding and decoding video)
- Difficult to program for -- ALL software has to be optimized
- Poor single thread performance
- NO hardware Branch prediction, Extremely poor at running complicated branched code (like A.I. code)
- Highly specialized approach, the cell is first and foremost an MULTIMEDIA processor that is best suited for HDTVs and a gaming consoles processor second. It offers extremes -- very good at running game engine, very poor at A.I. code.
GPU:
Today's top of the line 6800ultra has 16 pixel pipelines and 6 shader pipelines and is made up of 222 Million Transistors
X360 advantages and disadvantages
- ATI's next gen GPU (the R500) has a as unique architecture -- UNIFIED vertex/shader and pixel pipelines. It has 48 of these units that are automatically assigned a function
- Easier to program for but has a less higher theoretical peek than independet pipelines
- 10MB framebuffer that allows for "Free" anti-aliasing but limited resolution to 720P. For higher resolutions you "upsample"
- Unknown number of transistors (look for this number in the future)
PS3 GPU:
- officially stated to have 300 Million transistors with fixed pixel and vertex pipelines. Numbers not disclosed. If 6600GT is about 160 Million transistors, the 6800ultra 222 Million -- it is very likely that the PS3 GPU has 24 pixel pipelines and about 10-12 shader pipelines. I find it very easy to believe that the this GPU will be about twice as powerful as a 6800Ultra
- independent pipelines are faster BUT are harder to program for
Memory:
X360
512Mb of unified DDR3 memory with is shared by BOTH the GPU and CPU. Flexiablity is the obvious advantage. Disadvantage is that they have to be shared. Game developers can split the memory any way they like 50:50, 30:70 etc
PS3
256MB XRD for the cell
256MB DDR3 for the GPU
advantage is that the each has its own faster memory but each is limited to 256mb. While the CPU in the X360 can have a max of 512mb, the cell is stuck with 256mb.
Bandwidth:
X360
• 22.4 GB/s memory interface bus bandwidth
• 256 GB/s memory bandwidth to EDRAM
• 21.6 GB/s front-side bus
256GB/s from the 10mb frame buffer gives the X360 GPU a major advantage; it means the R500 isn’t limited by bandwidth and allows for free Antialiasing and a host of other effects. But the cost is that internal resolution is realistically limited to 720P. They may find a way around it. The original PS2 had on-die 4mb frame buffer. The game cube had off-die 2mb frame buffer.
PS3
Main RAM 25.6GB/s
VRAM 22.4GB/s
RSX 20GB/s (write) + 15GB/s (read)
SB< 2.5GB/s (write) + 2.5GB/s (read)
Pretty standard.
Video Output:
X360
Single DVI-output support sall HD resolutions (including 1080P and 1080i). Note that most games will probably be rendered at 720P but upsampled to 1080P like GT4 did with the PS2.
PS3
Dual HDMI (copy-protected DVI that combines audio) so that you can hook up two HDTVs. HDMI is a new format.
BUT for those of you who tried doing this on your computer, if a game runs @ 1080P single TV, you have to drop the resolution down on each TV to 720P so that you can have both.
The rest are extras
That only increase costs and don’t make gamming any better. PS3 has a lot of fat
Dual eithernet
Built-in wi-fi
Bluetooth
Multi-types of flash memory slots (SD, memory stick etc)
blueray
The above probably adds $100 extra to PS3
Conclusion
X360 and PS3 are about the same in power but approach it with different philosophy. X360 is less powerful BUT more flexible and easier to program for. PS3 is theoretically more powerful but less flexible and harder to program.
Xbox 360 Specs
A 20GB hard drive, high-def game support and a 500MHz ATI graphics processor: Glimpse the Xbox 360's system performance specifications as provided by Microsoft.
Custom IBM PowerPC-based CPU
• Three symmetrical cores running at 3.2 GHz each
• Two hardware threads per core; six hardware threads total
• VMX-128 vector unit per core; three total
• 128 VMX-128 registers per hardware thread
• 1 MB L2 cache
CPU Game Math Performance
• 9 billion dot product operations per second
Custom ATI Graphics Processor
• 500MHz processor
• 10 MB of embedded DRAM
• 48-way parallel floating-point dynamically scheduled shader pipelines
• Unified shader architecture
Polygon Performance
• 500 million triangles per second
Pixel Fill Rate
• 16 gigasamples per second fill rate using 4x MSAA
Shader Performance
• 48 billion shader operations per second
Memory
• 512 MB of GDDR3 RAM
• 700 MHz of DDR
• Unified memory architecture
Memory Bandwidth • 22.4 GB/s memory interface bus bandwidth
• 256 GB/s memory bandwidth to EDRAM
• 21.6 GB/s front-side bus
Overall System Floating-Point Performance
• 1 teraflop
Storage
• Detachable and upgradeable 20GB hard drive
• 12x dual-layer DVD-ROM
• Memory Unit support starting at 64 MB
I/O
• Support for up to four wireless game controllers
• Three USB 2.0 ports
• Two memory unit slots
Optimized for Online
• Instant, out-of-the-box access to Xbox Live features with broadband service, including Xbox Live Marketplace for downloadable content, gamer profile for digital identity, and voice chat to talk to friends while playing games, watching movies or listening to music
• Built-in Ethernet port
• Wi-Fi ready: 802.11a, 802.11b and 802.11g
• Video camera ready
Digital Media Support
• Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
• Ability to stream media from portable music devices, digital cameras and Windows XP-based PCs
• Ability to rip music to the Xbox 360 hard drive • Custom playlists in every game
• Built-in Media Center Extender for Windows XP Media Center Edition 2005
• Interactive, full-screen 3-D visualizers
High-Definition Game Support
• All games supported at 16:9, 720p and 1080i, anti-aliasing
• Standard-definition and high-definition video output supported
Audio
• Multichannel surround sound output
• Supports 48KHz 16-bit audio
• 320 independent decompression channels
• 32-bit audio processing
• Over 256 audio channels
System Orientation
• Stands vertically or horizontally
Customizable Face Plates
• Interchangeable to personalize the console
PlayStation 3 Specs
CPU
Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy
total floating point performance: 218 GFLOPS
GPU
RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines
Sound
Dolby 5.1ch, DTS, LPCM, etc. (Cell- base processing)
Memory
256MB XDR Main RAM @3.2GHz 256MB GDDR3 VRAM @700MHz
System Bandwidth
Main RAM 25.6GB/s
VRAM 22.4GB/s
RSX 20GB/s (write) + 15GB/s (read)
SB< 2.5GB/s (write) + 2.5GB/s (read)
System Floating Point Performance
2 TFLOPS
Storage
Detachable 2.5" HDD slot x 1
I/O
USB Front x 4, Rear x 2 (USB2.0)
Memory Stick standard/Duo, PRO x 1
SD standard/mini x 1
CompactFlash (Type I, II) x 1
Communication
Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x 2)
Wi-Fi IEEE 802.11 b/g
Bluetooth 2.0 (EDR)
Controller
Bluetooth (up to 7)
USB 2.0 (wired)
Wi-Fi (PSP)
Network (over IP)
AV Output
Screen size: 480i, 480p, 720p, 1080i, 1080p
HDMI: HDMI out x 2
Analog: AV MULTI OUT x 1
Digital audio: DIGITAL OUT (OPTICAL) x 1
Disc Media
CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R, CD-RW, SACD, SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc (audio side), DualDisc (DVD side)
DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW
Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE