[Konzole] Xbox360 vs PS3 vs Wii
Ustvaril
Venom_XXX
, sep 09 2007 00:31
Odgovorov v temi: 224
#63
Objavljeno 21 oktober 2007 - 21:29
The Rambus XDRâ„¢ memory architecture is a total memory system solution that achieves an order of magnitude higher performance than today's standard memories while utilizing the fewest ICs. Perfect for compute and consumer electronics applications, a single, 2-byte wide, 4.0 GHz XDR DRAM component provides 8.0 GB/s of peak memory bandwidth

Key components enabling the breakthrough performance of the XDR memory
architecture are:
XDR DRAM is a high-speed memory IC that turbo-charges standard CMOS DRAM cores with a high-speed interface capable of 4.0 GHz data rates providing up to 8 GB/s of bandwidth with a single device.
XIO controller IO cell provides the same high-speed signaling capability found on the DRAM, but adds additional enhancements like FlexPhaseâ„¢ technology that eliminates the need for trace length matching.
XMC memory controller is a fully synthesizable logical memory controller that is optimized to take advantage of innovations like Dynamic Point-to-Point which provides for capacity expansion while delivering the signal integrity benefits of point-to-point signaling.
XCG clock generator provides the system clocks with four programmable outputs and is guaranteed to meet the clocking requirements for the XIO and XDR DRAM devices.
vid= http://www.rambus.co.../xdr_xdr2/pres/
source= http://www.rambus.co...ducts/xdr_xdr2/
Pa se za tiste ko znajo stet do 100:
PS3
256mb of XDR RAM with RSX GPU
256mb of XDR RAM with CELL CPU
256+256 = 512mb of RAM
360
512mb of Unified RAM
Interesting? Indeed ...
O.o
Premal rama v pees3? I don't think so ... :zvizg:

Key components enabling the breakthrough performance of the XDR memory
architecture are:
XDR DRAM is a high-speed memory IC that turbo-charges standard CMOS DRAM cores with a high-speed interface capable of 4.0 GHz data rates providing up to 8 GB/s of bandwidth with a single device.
XIO controller IO cell provides the same high-speed signaling capability found on the DRAM, but adds additional enhancements like FlexPhaseâ„¢ technology that eliminates the need for trace length matching.
XMC memory controller is a fully synthesizable logical memory controller that is optimized to take advantage of innovations like Dynamic Point-to-Point which provides for capacity expansion while delivering the signal integrity benefits of point-to-point signaling.
XCG clock generator provides the system clocks with four programmable outputs and is guaranteed to meet the clocking requirements for the XIO and XDR DRAM devices.
vid= http://www.rambus.co.../xdr_xdr2/pres/
source= http://www.rambus.co...ducts/xdr_xdr2/
Pa se za tiste ko znajo stet do 100:
PS3
256mb of XDR RAM with RSX GPU
256mb of XDR RAM with CELL CPU
256+256 = 512mb of RAM
360
512mb of Unified RAM
Interesting? Indeed ...
O.o
Premal rama v pees3? I don't think so ... :zvizg:
#65
Objavljeno 21 oktober 2007 - 22:11
RedArmy, ownd 
player123, Halo nima neke nevemkaj grafike, ampak Halo se ni nikoli hvalil z neko ultra-cool grafiko, ampak govorili so le da bo dosti boljša od predhodnjika in tudi je.
Dejstvo mi je, da če bi jaz kupil PS3 bi kupil Ninja Gaiden in Motorstorm in potem bi že iskal kaj se splača kupit. Če bi kupil X360 bi imel na buy listi gotovih 20 iger.. na Wiiju jih je pa ene 5-10 res dobrih.. precej drugačnega stila kot so igre na PS3 in Xbox360, zato sem ga kupil.
player123, Halo nima neke nevemkaj grafike, ampak Halo se ni nikoli hvalil z neko ultra-cool grafiko, ampak govorili so le da bo dosti boljša od predhodnjika in tudi je.
Dejstvo mi je, da če bi jaz kupil PS3 bi kupil Ninja Gaiden in Motorstorm in potem bi že iskal kaj se splača kupit. Če bi kupil X360 bi imel na buy listi gotovih 20 iger.. na Wiiju jih je pa ene 5-10 res dobrih.. precej drugačnega stila kot so igre na PS3 in Xbox360, zato sem ga kupil.
#74
Objavljeno 23 oktober 2007 - 18:15
ArYeS, vendar je stara. Sony mislim, da je nekaj stvari dodelal od leta 05 kolikor vem ...
Vglavnem R&C je tukaj :bow: prodaja v EU pa je ze narastla. Delno zaradi cene
Ps3 66k
Wii 70k
360 30k
O.o izgleda, da vse to napihovanje kako bo halo 3 pospesil prodajo 360 lazno ...
Vglavnem R&C je tukaj :bow: prodaja v EU pa je ze narastla. Delno zaradi cene
Ps3 66k
Wii 70k
360 30k
O.o izgleda, da vse to napihovanje kako bo halo 3 pospesil prodajo 360 lazno ...
#76
Objavljeno 23 oktober 2007 - 18:53
natoxt, hahaha. Ne se hecat. E3 2005 ^^
A se je mogoče od takrat kaj spremenilo?? Popolnoma nič!
Mimogrede sem se s tabo ravno v neki drugi temi XBOX 360 vs PS3 kregal in si kmalu potihnil? Do you want to be this way the same?
Š e nekaj teoretičnih podatkov:
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec
Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec
Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec
Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec
Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec
Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec
Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)
Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture
A se je mogoče od takrat kaj spremenilo?? Popolnoma nič!
Mimogrede sem se s tabo ravno v neki drugi temi XBOX 360 vs PS3 kregal in si kmalu potihnil? Do you want to be this way the same?
Š e nekaj teoretičnih podatkov:
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec
Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec
Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec
Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec
Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec
Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec
Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)
Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture
#80
Objavljeno 24 oktober 2007 - 13:09
To so max zmoglivosti obeh konzol. Zakaj pa rabiš novejše podatke? Če bi bile natančne specifikacije obeh konzol znane pred 50 leti pa bi dobili čisto iste podatke!Torej ni nobenega novejšega primerjalnega testa? Oziroma kup teorij in primerjav na papirju stila he said, she said spet..
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