MetalAlien said:Laughter, at 512MB of ram availible at around 50GBs of BW... Okay.
AFAIK only the RSX can acces to both VRAM and XDR Main Ram.
MetalAlien said:Laughter, at 512MB of ram availible at around 50GBs of BW... Okay.
GhaleonEB said:They sent to lots of places, not just IGN.
FiRez said:AFAIK only the RSX can acces to both VRAM and XDR Main Ram.
FiRez said:AFAIK only the RSX can acces to both VRAM and XDR Main Ram.
Kutaragi: It's the culture of SCEI that sticking onto details we implement them one by one. Every part has elaboration and it's reflected in detailed parts of system architectures.
For example, RSX is not a variant of nVIDIA's PC chip. CELL and RSX have close relationship and both can access the main memory and the VRAM transparently. CELL can access the VRAM just like the main memory, and RSX can use the main memory as a frame buffer. They are just separated for the main usage, and do not really have distinction.
This architecture was designed to kill wasteful data copy and calculation between CELL and RSX. RSX can directly refer to a result simulated by CELL and CELL can directly refer to a shape of a thing RSX added shading to (note: CELL and RSX have independent bidirectional bandwidths so there is no contention). It's impossible for shared memory no matter how beautiful rendering and complicated shading shared memory can do.
gofreak said:Cell can access all 512MB too, it was confirmed in either the Kutaragi or Chatani interviews.
Pedigree Chum said:That doesn't make it anymore factual.
FiRez said:Ok, sorry then, but even with that fact I think that the shared ram model of xb360 is more flexible.
For example, RSX is not a variant of nVIDIA's PC chip. CELL and RSX have close relationship and both can access the main memory and the VRAM transparently. CELL can access the VRAM just like the main memory, and RSX can use the main memory as a frame buffer. They are just separated for the main usage, and do not really have distinction.
Kaijima said:I guess the battle is going to come down to the same thing it always does:
Blast Processing.
Yea but that'd require one of them to be twice the MHZ of the other as was the case when the SNES and Sega genny came out... Didn't that 7MHZ 6800 make all the difference? The Genny just blew away the SNES when it came to graphics.....
Striek said:What bullshit.
Apart from the obviously iffy bandwidth comparisons, how exactly did MS determine that "The Xbox 360 CPU architecture has three times the general purpose
processing power of the Cell.". :lol
Ah damage control, how sweet it is.
Neutron Night said:I can play that game too.
Sega Genesis
Possible colors: 512
Onscreen colors: 64
Super Nintendo
Possible colors: 32,000+
Onscreen colors: 256
As you can see, SNES is 4x as powerful in terms on onscreen colors, and has 64x as many colors to choose from. Time to chuck your Genesis to the curb.
Moegames said:Easy..x360 has 3 cores and ps3 has 1 core/8spe's..spe's are far from real cores.![]()
:lolKaijima said:I guess the battle is going to come down to the same thing it always does:
Blast Processing.
JMPovoa said:Actually, the only thing the Genesis (Mega Drive) had over SNES was a faster processor. I can't remember the difference, but it was in Genesis's favour.
Graphics ended up almost always better on the SNES (at least on games where i had seen both versions).
Genesis cartridges also had almost always larger capacity, so they could through more stuff in it.
Rob said:The Genesis had a faster processor which meant more intense action with much less slow down. Games like sonic wouldn't have been possible on SNES and it's also why sports games were superior on Genesis. Genesis could also do more paralax scrolling. Also do not forget that the sega 6 button controller was like sex in the hands compared the snes controller.
Snes had a vastly superior-sony manufactured- sound chip, it could do more on screen color, and and had mode 7 which meant games like Fzero, Mario Kart, and Star Fox would've been impossible on Genesis
Bottom line is both systems had advantages and disadvantages. I have a feeling the same will be said for Xbox 360 and PS3.
uber 16 bitter said:Model Number: MK-1601 (r1), MK-1631 (r2).
CPU: Motorola 68000 at 7.61 MHz
1 MByte (8 Mbit) ROM Area
64 KByte RAM Area
Co-Processor: Z80 @ 4 MHz (Not Present in MK-1631)
Controls PSG (Programmable Sound Generator) & FM Chips
8 KBytes of dedicated Sound Ram
Graphics:
64 simultaneous colors of 512 color pallete.
Pixel resolution: 320 x 224
VDP (Video Display Processor)
Dedicated video display processor
Controls playfield & sprites
64 KBytes of dedicated VRAM (Video Ram)
64 x 9-bits of CRAM (Color RAM)
3 Planes: 2 scrolling playfields, 1 sprite plane
Sound:
PSG (TI 76489 chip)
FM chip (Yamaha YM 2612)
6-channel stereo
8 KBytes RAM
Signal/Noise Ratio: 14dB
Im willing to bet GoW will do more for the 360 than either of those games will do for the PS3. And lets not forget that MS is publishing the Mistwalker games and Lost Oddysey. Sony definitely had the better 1st party efforts overall this gen tho.Mrbob said:It looks like Sony is doing it again with games shown like I-8, Heavenly Sword, and that offroad game. What is MS showing besides sequel-itis? Kameo does look good. But I don't think it'll sell systems like I-8 and Heavenly Sword will.
jedimike said:Of course, none of us will be able to tell the difference (in the games).
CrimsonSkies said:Any advantage next gen to having the HDD out of the box like MS will?
Hitokage said:1) While going to see if SCEI actually bothered to post the dimensions of the ps3 console, I noticed some details I hadn't seen elsewhere. Sony breaks the 2 TFLOP figure down into 218 GFLOP for Cell and 1.8 TFLOP for RSX. Just as PS2 games have been on CD and DVD, PS3 game media is stated as being DVD-ROM or BD-ROM, but not CD-ROM.
Hitokage said:My deepest apologies for bumping this thread.... I'm positive in a little while I'll either see or be linked to a thread more appropriate, but oh well...
1) While going to see if SCEI actually bothered to post the dimensions of the ps3 console, I noticed some details I hadn't seen elsewhere. Sony breaks the 2 TFLOP figure down into 218 GFLOP for Cell and 1.8 TFLOP for RSX. Just as PS2 games have been on CD and DVD, PS3 game media is stated as being DVD-ROM or BD-ROM, but not CD-ROM. Source.
mrklaw said:Although I'd be interested to know where that MS blog guy got 80G shader ops/second for the Xenos, based on 96 shader ops/clock compared to 136/clock for the RSX (giving the 74.8Gops for RSX)
I meant media used for PS3 Games, not the system.Zaptruder said:It'd be pretty difficult to support BC for PS1 as well as do obvious things like rip music to ATRAC format without CD support. I'm guessing it's assumed... I've never heard of a DVD drive without CDROM BC. Similarly by the time next gen roles around, people will be accustomed with the idea that BRD Drives play everything that has come before it (except for HD-DVDs).
Zaptruder said:It'd be pretty difficult to support BC for PS1 as well as do obvious things like rip music to ATRAC format without CD support. I'm guessing it's assumed... I've never heard of a DVD drive without CDROM BC. Similarly by the time next gen roles around, people will be accustomed with the idea that BRD Drives play everything that has come before it (except for HD-DVDs).
The same place he got 300GB/sec of system memory bandwith probablyAlthough I'd be interested to know where that MS blog guy got 80G shader ops/second
I guess I'll let it slide this time since you're so apologetic, but damn does this thread suck ass.Hitokage said:My deepest apologies for bumping this thread....