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#1 23-05-2007 12:54:25

LCD 17
David et Gollias
Date d'inscription: 05-08-2006
Messages: 345

RSX vs Xenos.

Sinon, les développeurs disent !?
- Le rsx a 24 pipelines de pixels shaders dont 4 desactivés 
- le rsx a 16 unités de texture et pas une seule de plus et d'ailleurs ça ne lui servirait à rien vu que la memoire et les debits ne suivent pas. 
- Pour les vertex, aucun n'est desactivé pour la raison que les vertex pipes sont très très simple.  Et au nombre de 8 ! 


Bon, mais sinon, comme je suis un petit privilégié, je vous donne les vrais comparatifs...

GPU Transistor Count
-PS3 - RSX transistor count: 300.2 million transistors
-Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)

GPU clock
-Xbox 360 - Xenos clocked at 500 Mhz
-PS3 - RSX clocked at 500 MHz

GPU video memory
-Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
-Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s bus, multiplied by 8 thanks to multisampling unpacking for an effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)
-PS3 - RSX: 256 MB GDDR3 VRAM clocked at 650 Mhz on a 128-bit bus
-PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

Triangle Setup
-Xbox 360 - 500 Million Triangles/sec
-PS3 - 275 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 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)
-PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)

Filtered Texture Fetch
-Xbox 360 - 8.0 Billion Texels/sec
-PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)
-PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)

Vertex Texture Fetch
-Xbox 360 - 8.0 Billion Texels/sec
-PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)
-PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)

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 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
-PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

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 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
-PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

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 - 22.4 GB/sec (shared with other graphics data: textures and vertices)
-PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
-PS3 - 10.0 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 - 22.4 GB/sec (shared with frame buffer)
-PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
-PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
-PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)

Shader Model
-Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
-PS3 - Shader Model 3.0 / Discrete Shader Architecture


http://www.pixilive.com/uploads/20070425/Achievement.jpg

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#2 24-05-2007 16:23:36

Area303
Papy PP'
Date d'inscription: 07-09-2005
Messages: 924

Re: RSX vs Xenos.

c'est pour ca que les dev gueulent et en chient sur PS3 , et pour ca que VF5 sera plus beau sur 360

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