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Platform Comparison / PS3 Vs Xbox 360: GPU Specs
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chairmansteve
June 7, 2006 - 5:47:16pm (edit: 9/21/06 - 9:20pm)1 of 38
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Let's look at the maximum theoretical numbers for the Xbox 360 and PS3 GPUs.

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

Xbox 360 has the advantage in most cases.

Some PS3 GPU (RSX) specs are still not confirmed as final. It's assumed to have 24 pixel pipelines, 8 vertex pipelines, 8 ROPS (raster), and 550MHz clock speed. But any of those could change, especially the clock speed.

Are there any other GPU spec categories worth adding?

UPDATE: RSX figures were updated to represent GeForce 7 based architecture with 24 pixel pipelines, 8 vertex pipelines, 8 ROPS, 500MHz core, and 650MHz memory. In other words, it dropped from 550MHz/700MHz to 500MHz/650MHz.
Airzonk
June 7, 2006 - 6:10:56pm2 of 38
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Oh my god! How is the P$3 supposed to even compete with the PC or xbox 360 when it's not even as powerful? How is it supposed to compete with Wii with last-gen gameplay?
andrewc513
June 7, 2006 - 7:56:03pm3 of 38
To: AirzonkLogin
Untapp3d potentia1z, foo... how else should they compete? By engineering something worthwhile? Sheesh, kids these days.
Polygon_Crusher
June 8, 2006 - 7:43:28am4 of 38
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Thanks, very interesting and lets see if the PS3 specs stay the same or change when the machine is released.
Rash
June 8, 2006 - 8:05:59am5 of 38
To: chairmansteveLogin
I got this link from a guy raving about the graphical superiority of 360 over PS3. When the general understanding is RSX's raw horsepower is greater than the more efficient Xenos, what does this very comprehensive list mean? I've seen the games at E3 and frankly I would risk a guess and say nothing.
superSONIC
June 8, 2006 - 8:11:06am6 of 38
To: chairmansteveLogin

Xbox 360 has the advantage in most cases.
Based on your list, where does it not have an advantage? Everything looks to be in favor for the X360.
Quaid
June 8, 2006 - 8:26:00am (edit: 6/8/06 - 8:26am)7 of 38
To: chairmansteveLogin
Don't forget to add VRAM.

X360: 480MB maximum
PS3: 224MB dedicated
Rash
June 8, 2006 - 8:53:28am8 of 38
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Where exactly is the truth? These figures, based on the games I've seen on both systems, mean nothing.
Quaid
June 8, 2006 - 8:59:01am9 of 38
To: RashLogin
These specs show why the newest X360 games at E3 looked miles ahead of anything on PS3.

Gears Of War, Fear Effect, Moto GP 06... nothing on PS3 comes close.

The best looking PS3 game, Assasin's Creed, was actually running on an Xbox 360.

The only fools who think PS3 games looked better are the same idiots who think PS2 had better graphics than Xbox and GameCube. Untapped potentials ftl.
qwerty710710
June 8, 2006 - 9:56:05am10 of 38
To: QuaidLogin
Huh where did you get that figure from? I doubt xbox 360 has over 480MB dedeicated to VRAM alone.
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Platform Comparison / PS3 Vs Xbox 360: GPU Specs
 
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