Somilic
Slavan
- Učlanjen(a)
- 30.07.2004
- Poruke
- 760
- Poena
- 319
Evo malo radi podsecanja i razumevanja razlika,obratite paznju na frekvence memorije i memory bandwidth,pa se setite koliko vam daje Sisoft Sandra na PC-u!
Logo: PLAYSTATION(R)3
CPU: Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy
Total floating point performance: 218 GFLOPS
GPU: RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines
Sound:
Dolby 5.1ch, DTS, LPCM, etc. (Cell-based processing)
Memory:
256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
System Bandwidth:
Main RAM -- 25.6GB/s
VRAM -- 22.4GB/s
RSX -- 20GB/s (write) + 15GB/s (read)
SB -- 2.5GB/s (write) + 2.5GB/s (read)
Text Gamespot:
The PS3 will jump out ahead in hardware performance, but the PC isn't far behind. Nvidia replaced the GeForce 6800 Ultra with the much more powerful GeForce 7800 GTX last summer. It turns out that the RSX and GeForce 7800 GTX share a similar architecture, but the RSX is still slightly faster. Nvidia has since released its GeForce 7900 GTX refresh part, but the PlayStation 3 still has an advantage in that the entire system is built specifically for gaming instead of general processing.
A Trip Down Memory Lane
The PlayStation 3 has 256MBs of Rambus XDR memory and 256MBs of GDDR3 memory dedicated to graphics. Nvidia also claims that the RSX can take advantage of the combined 512MBs of memory, since it is capable of writing directly to system memory, but the 256MBs dedicated to graphics memory should be plenty for now. The increased graphics memory bandwidth and storage space will let developers use high-resolution textures and enable antialiasing for incredibly detailed, jaggy-free graphics. The programmable shader capabilities greatly increase graphics efficiency, letting game developers create advanced effects such as subsurface scattering and other advanced lighting effects. We expect most game developers to target native 720p and 1080i HD resolutions, as 1080p screens are still fairly rare
Logo: PLAYSTATION(R)3
CPU: Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy
Total floating point performance: 218 GFLOPS
GPU: RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines
Sound:
Dolby 5.1ch, DTS, LPCM, etc. (Cell-based processing)
Memory:
256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
System Bandwidth:
Main RAM -- 25.6GB/s
VRAM -- 22.4GB/s
RSX -- 20GB/s (write) + 15GB/s (read)
SB -- 2.5GB/s (write) + 2.5GB/s (read)
Text Gamespot:
The PS3 will jump out ahead in hardware performance, but the PC isn't far behind. Nvidia replaced the GeForce 6800 Ultra with the much more powerful GeForce 7800 GTX last summer. It turns out that the RSX and GeForce 7800 GTX share a similar architecture, but the RSX is still slightly faster. Nvidia has since released its GeForce 7900 GTX refresh part, but the PlayStation 3 still has an advantage in that the entire system is built specifically for gaming instead of general processing.
A Trip Down Memory Lane
The PlayStation 3 has 256MBs of Rambus XDR memory and 256MBs of GDDR3 memory dedicated to graphics. Nvidia also claims that the RSX can take advantage of the combined 512MBs of memory, since it is capable of writing directly to system memory, but the 256MBs dedicated to graphics memory should be plenty for now. The increased graphics memory bandwidth and storage space will let developers use high-resolution textures and enable antialiasing for incredibly detailed, jaggy-free graphics. The programmable shader capabilities greatly increase graphics efficiency, letting game developers create advanced effects such as subsurface scattering and other advanced lighting effects. We expect most game developers to target native 720p and 1080i HD resolutions, as 1080p screens are still fairly rare