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- 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 700 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
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