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Gamecube or N64?
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[quote][i]Originally posted by Cybermonkey[/i] [quote][i]Originally posted by PaulW[/i] PS3 suffers compared to the 360. Out of all, the 360 is the most powerful, followed by the PS3, then the Wii Wii is pure ingeniousness is the controller mechanism, fully interactive with the games, will bring a whole new meaning to 'next-gen'. No HD-DVD or Blu-Ray support planned. PS3 is pure hype, played up by Sony, as usual... Its good, yeah, but its big, curvy... the thing is hard to code for, sony licencing costs are stupidly high for developers to use the 'kits' and is turning a few away to other consoles. 360, no HD-DVD support yet, but will come as a 'new' addon, or a V2 360 console... Easy to code for given the Windows-style core, but still only DX9 based. Given the timely release soon of DX10 & Vista, I guess this will also be a firmware upgrade for the system if possible, who knows... [/quote] how can you have an OPINION on something that hasn't been released to the general public yet :boggle: its an absolute beast compared to the 360. Hardware specifications Unless otherwise noted, the following specifications are based on a press release by Sony at the 2005 E3 Conference,[32] and slides from a Sony presentation at the 2006 Game Developer's Conference.[33] The floating point performance of the whole system (CPU + GPU) is reported to be 2.18 TFLOPS[32]. PlayStation 3's Cell CPU achieves 256 GFLOPS single precision float and is reported at around 26 GFLOPS double precision. [edit] Central processing unit (CPU) Main article: Cell microprocessor 3.2 GHz Cell processor: one PowerPC-based "Power Processing Element" and seven 3.2 GHz Synergistic Processing Elements (SPEs). The PPE has a 512 KB L2 cache and one VMX (AltiVec) vector unit. Each of the eight SPEs is a RISC processor with 128-bit 128 SIMD GPRs and superscalar functions. Each SPE has 256 KB of L1 cache/software-addressable 4.8 GHz SRAM, called the "Local Store". Only seven SPEs are active; the eighth is redundant, to improve yield. If one of the eight has a manufacturing defect, it is disabled without rendering the entire unit defective. Additionally, one of the seven active SPEs is reserved for use by the system's OS, leaving six SPEs directly available to applications. [edit] Graphics processing unit (GPU) Main article: RSX 'Reality Synthesizer' The rear of the 20 GB PlayStation 3 as it was shown at E3 2006. AC IN, AV MULTI OUT, DIGITAL OUT and an RJ-45 network port are visible. Enlarge The rear of the 20 GB PlayStation 3 as it was shown at E3 2006. AC IN, AV MULTI OUT, DIGITAL OUT and an RJ-45 network port are visible. * Based on NVIDIA NV47 architecture * Clocked at 550 MHz * 128-bit DDR memory interface * 211.2 GFLOPS programmable (384 FLOPS per clock), 1.8 TFLOPS total * Multi-way programmable parallel floating point shader pipelines * 136 shader operations per clock ( * 550 MHz = 74.8 billion / second, 100 billion with CPU) * 24 2D texture lookups per clock ( * 550 MHz = 13.2 billion / second) * 33 billion dot products per second (51 billion dot products with CPU) * 128-bit pixel precision * S3TC 5 to 1 texture compression site [edit] Memory Total 512 MB, split into: * 256 MB Rambus XDR DRAM clocked at CPU die speed (3.2 GHz) * 256 MB GDDR3 VRAM clocked at 700 MHz [edit] System bandwidth * 204.8 GB/s Cell Element Interconnect Bus (Theoretical peak performance)[34] * Cell FlexIO Bus: 35 GB/s outbound, 25 GB/s inbound (7 outbound and 5 inbound 1Byte wide channels operating at 5 GHz) (effective bandwidth typically 50-80% of total)[35] * 51.2 GB/s SPE to local store * Experimental Sustained bandwidth for some SPE-to-SPE DMA transfers - 78 to 197 GB/s.[35] * 25.6 GB/s to Main Ram XDR DRAM: 64 bits × 3.2 GHz / 8 bits to a byte * 22.4 GB/s to GDDR3 VRAM: 128 bits × 700 MHz × 2 accesses per clock cycle (one per edge) / 8 bits to a byte * RSX 20 GB/s (write), 15 GB/s (read) * System Bus (separate from XIO controller) 2.5 GB/s write and 2.5 GB/s read [/quote]
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