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Raw Data for Current Generation

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Jun 12th, 2013
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  1. GPU Transistor Count
  2. PS3 - RSX transistor count: 300.2 million transistors
  3. Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)
  4.  
  5. GPU clock
  6. Xbox 360 - Xenos clocked at 500 Mhz
  7. PS3 - RSX clocked at 500 MHz
  8.  
  9. GPU video memory
  10. Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
  11. 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)
  12. PS3 - RSX: 256 MB GDDR3 VRAM clocked at 700 Mhz on a 128-bit bus
  13. PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)
  14.  
  15. Triangle Setup
  16. Xbox 360 - 500 Million Triangles/sec
  17. PS3 - 275 Million Triangles/sec
  18.  
  19. Vertex Shader Processing
  20. Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
  21. Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
  22. Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
  23. Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
  24. PS3 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)
  25. PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)
  26.  
  27. Filtered Texture Fetch
  28. Xbox 360 - 8.0 Billion Texels/sec
  29. PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)
  30. PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)
  31.  
  32. Vertex Texture Fetch
  33. Xbox 360 - 8.0 Billion Texels/sec
  34. PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)
  35. PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)
  36.  
  37. Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
  38. Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
  39. Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
  40. Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
  41. Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
  42. PS3 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
  43. PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)
  44.  
  45. Pixel Shader Processing without Textures (Pixel ALU x Clock)
  46. Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
  47. Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
  48. Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
  49. Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
  50. PS3 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
  51. PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)
  52.  
  53. Multisampled Fill Rate
  54. Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
  55. PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
  56.  
  57. Pixel Fill Rate with 4x Multisampled Anti-Aliasing
  58. Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
  59. PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
  60.  
  61. Pixel Fill Rate without Anti-Aliasing
  62. Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
  63. PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
  64.  
  65. Frame Buffer Bandwidth
  66. Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
  67. PS3 - 22.4 GB/sec (shared with other graphics data: textures and vertices)
  68. PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
  69. PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)
  70.  
  71. Texture/Vertex Memory Bandwidth
  72. Xbox 360 - 22.4 GB/sec (shared with CPU)
  73. Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
  74. Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
  75. PS3 - 22.4 GB/sec (shared with frame buffer)
  76. PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
  77. PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
  78. PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)
  79.  
  80. Shader Model
  81. Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
  82. PS3 - Shader Model 3.0 / Discrete Shader Architecture
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