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Xbox 360 vs. PS3 - console|
| (hx) 11:00 PM CEST - May,20 2005 | Major
Nelson has posted an extensive comparison between Xbox 360 and PS3:
Bandwidth
The PS3 has 22.4 GB/s of GDDR3 bandwidth and 25.6 GB/s of RDRAM bandwidth for a
total system bandwidth of 48 GB/s.
The Xbox 360 has 22.4 GB/s of GDDR3 bandwidth and a 256 GB/s of EDRAM bandwidth
for a total of 278.4 GB/s total system bandwidth.
Why does the Xbox 360 have such an extreme amount of bandwidth? Even the
simplest calculations show that a large amount of bandwidth is consumed by the
frame buffer. For example, with simple color rendering and Z testing at 550 MHz
the frame buffer alone requires 52.8 GB/s at 8 pixels per clock. The PS3's
memory bandwidth is insufficient to maintain its GPU's peak rendering speed,
even without texture and vertex fetches.
The PS3 uses Z and color compression to try to compensate for the lack of memory
bandwidth. The problem with Z and color compression is that the compression
breaks down quickly when rendering complex next-generation 3D scenes.
HDR, alpha-blending, and anti-aliasing require even more memory bandwidth. This
is why Xbox 360 has 256 GB/s bandwidth reserved just for the frame buffer. This
allows the Xbox 360 GPU to do Z testing, HDR, and alpha blended color rendering
with 4X MSAA at full rate and still have the entire main bus bandwidth of 22.4
GB/s left over for textures and vertices.
However, the first sentence of the article. Kinda hard to miss:
One of the great things about working at Xbox is that we have some of the smartest people in the world working on the Xbox 360.
/Ed.note: I'm going to buy it anyway. LOL .../
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