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#1 |
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XGN Punten: 2615
Editor
Berichten: 1.044
Rep kracht: 18
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Playstation 3 specificatie, Bespreek het hier!
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 [Read More] Full HD (up to 1080p) x 2 channels Multi-way programmable parallel floating point shader pipelines Sound Dolby 5.1ch, DTS, LPCM, etc. (Cell- base 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) System Floating Point Performance 2 TFLOPS Storage Detachable 2.5" HDD slot x 1 I/O USB Front x 4, Rear x 2 (USB2.0) Memory Stick standard/Duo, PRO x 1 SD standard/mini x 1 CompactFlash (Type I, II) x 1 Communication Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x 2) Wi-Fi IEEE 802.11 b/g Bluetooth 2.0 (EDR) Controller Bluetooth (up to 7) USB 2.0 (wired) Wi-Fi (PSP) Network (over IP) AV Output Screen size: 480i, 480p, 720p, 1080i, 1080p HDMI: HDMI out x 2 Analog: AV MULTI OUT x 1 Digital audio: DIGITAL OUT (OPTICAL) x 1 Disc Media CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R, CD-RW, SACD, SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc (audio side), DualDisc (DVD side) DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE [Discuss] bron= http://www.firstadopter.com/fa/archives/000989.html Wat vinden jullie van de ps3? Wat had er beter in gemoeten of juist niet? of mis je iets? Bespreek het hier! Laatst gewijzigd door GKillerX : 07 maart 2009 om 10:51. |
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#2 |
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XGN Punten: 2450
shhht be quiet!!!
Berichten: 720
Rep kracht: 15
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ja ken wel een vraagje ik heb namelijke een vriend die onlangs een 47" tv heeft aangekocht van jvc (ik weet het geen topmerk) en die zijn ps3 heeft aangesloten via hdmi op zijn tv maar hij krijgt enkel hoekige afwerkingen van de figuren en afbeeldingen in de games.
ik denk dat het aan zijn tv ligt maar is er misschien iets dat er aan kan gedaan worden om dit tegen te gaan. alle instellingen staan correcte want ik heb ze nog eens gechecked en ze staan zoals ik ze gebruik op men 42 " tv van sony daar heb ik het niet en hij heeft het wel. graag even hulp aub btw de ps3 is te tof om waar te zijn |
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#3 |
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XGN Punten: 3017
Senior Member
Berichten: 185
Rep kracht: 0
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CPU en Graphics zijn oneindig veel beter als concurrenten, geheugen is weliswaar snel maar veeel te weinig, Blu-ray > DVD voor games (niet zo voor films), gratis on-line en efficiente UI (User Interface).
Als je naar de componenten kijkt is de PS3, in vergelijking met PC's, nog steeds superieur en zal dat nog wel even blijven. |
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#4 | |
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XGN Punten: 2615
Editor
Berichten: 1.044
Rep kracht: 18
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Citaat:
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#5 | |
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XGN Punten: 2450
shhht be quiet!!!
Berichten: 720
Rep kracht: 15
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Citaat:
maar ik dacht dat het de kwaliteit van de tv zelf was die te wensen overlaat omdat ik en 42"van sony heb (is welenswaar kleiner) maar daar draait alles goed op en een vriende van me heeft een grotere van sony (ik weet het formaat niet juist meer) en daar geeft die geen problemen mee. toch bedankt voor de opmerking ![]() |
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#7 |
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XGN Punten: 3034
Willem is back!!
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Nvidia RSX vs ATI Xenos.
Beste leden van XGN, hier zijn de officiële GPU cijfers die zijn vrijgegeven.
Deze poster die deze specificatie heeft vrijgegeven, is afkomstig van Nvidia developers groep, wat ik al eerder heb gezegd dat de RSX steeds werd onderschat door testers die dachten dat de RSX zwak was. Ik heb deze specificatie eerder gezien via Nvidia en Sony, maar heb echt nooit deze specificatie gepost omdat het mogelijk ik als fanboy wordt uitgemaakt. Deze specificatie van de RSX gaat puur over de berekeningen en hoe het wordt berekent en dat de veel hardware onderzoekers heeft gefaald omdat de RSX zeer moeilijk kon worden berekent en dat is de oorzaak waarom de RSX gezien wordt als een zwak GPU volgens veel 360 fans die de specificatie hebben gelezen maar nooit de berekeningen konden zien wat dat inhield. Hier heb je een overzicht wat de PS3 werkelijke kracht van RSX heeft ![]() "Comparison of GPU specs Clockspeed in MegaHertz: 550 (PS3), 500 (360) GigaFlops (Billions of Floating Point Operations Per Second): 1,800 (PS3), 240 (360) Billions of Dot Products per Second: 1,800 (PS3), 240 (360) Millions of Polygons per Second: 900, 1,800 with CPU handling culling (PS3), 500 (360) Shader operations per clock cycle: 136 (PS3), 96 (360) Billions of Shader operations per second: 74.8, 100 with CPU (PS3), 48 (360) Texture lookups per clock cycle: 24 (PS3), 16 (360) Texture lookups per second: 13,200 (PS3), 8,000 (360) Vertex/Pixel Shader pathways: 24 pixel, 8 vertex (PS3), 48 shared (360) Shader ops per pathway: 5.7 (PS3), 2 (360) Video RAM Amount in Megabytes: 256 Dedicated, 256 Shared (PS3), 10 Dedicated, 512 Shared (360) Clockspeed in MegaHertz: 700 Dedicated, 3,200 Shared (PS3) Unknown Dedicated, 3,200 Shared (360) So as you can see, 360’s GPU is not superior to RSX in any single way. Using official specs. As for Bluray vs DVD Disc Transfer rate in Megabytes per Second -Single Layered discs PS3: 9 (average: 9) 360: 6.65 to 16 (average: 13.3) -Dual Layered discs PS3: 9 (average: 9) 360: 4.389 to 10.64 (average: 7.5145) Seek times are also faster on Bluray since the data is packed far closer together. And 99% of 360 games come on dual layered discs The PS3 has the upper hand in all areas. Theoretically, the GPU is about 2-3x faster on the PS3. Although the 360's unified 48 pipe architecture is very efficient, it only performs 2 operations per pipeline. The PS3 has dedicated 24pixel and 8 vertex, but they are both capable of 5.7 operations per pipeline. The use of 7 cores on the PS3 might seem overkill, but in reality it allows for physics headroom. More objects onscreen with more interactivity with the environment, such as destroying buildings + trees. The entire performance is dependant on programming. If games would make use of the PS3's entire power, games would appear somewhat better and more interactive. But not by a whole lot. The Xbox 360 has the right formula with the unified architecture, but needs a boost when it comes to shader speed and ops per cycle. The 360 is obviously easier to program since it is much more straightforward. What everything boils down to, if a game would be perfectly programmed for both consoles; in terms of visual quality, would be slight to medium noticeable visuals such as additional viewing distance and maybe better AF/AA for PS3. In terms of performance, identical visual quality would yeild about 1.5x to 2x the framerate on the PS3. To me that is not a reason whether to decide on one or the other, since the visual quality would only be noticed through side-by-side comparison and even then, once you really get into a game you pay less attention to graphics. Sometimes better graphics do help enhance the experience, also makes it easier to see vilans in the distance etc... Real world; programmers seem to optimize games very well for the 360. They have a very good grasp on its hardware and the united architecture is a programming paradise. Games will tend to look better on the 360 since the optimisation is easier. On the PS3, programming specific instructions for vertex and pixel shaders is difficult and time consuming. Several programmers will instead decrease visuals until a suitable level of performance/visuals compromise is achieved. If programmers would balance the pixel/vertex shaders and instructions per cycle, they would be able to crank the visuals way up. The Cell processor is majorly untapped, and won't be for another while. Parallel processing is just at its programming birth and very little programmers are SME's in the matter. When it comes to real world, the 360 has had the upper hand for a while now, and as PS3 titles are comming out, the PS3 is looking better and better as programmers get the hand of the code. The PS3 will continue to look better as games take advantage of its full potential. As for selecting a console, any of the two are perfectly suitable for gaming. I would say they are even. Tough choice" Hier heb je een ander uitleg. "This is the key factor that most people misconceive. The 48 pipes only resolve 2 operations per cycle. The 24 pixel solves 5, and 8 solves 2. The big difference here is that the 48 from the 360 are dynamically programmable in two ways. The first is the most evident; pixel and vertex can share the pipes on the fly. The second; is the type of ALU's used are also programmable on the fly. The ALU can be any of the following: Vector, scalar, dual/co-issue, fog or texture. So for the 2 ALU's (operations per pipeline on the 360) they can be any combination of Vector, Scalar etc.. on any pipe at any given time. That is the whole beauty of the 360, its not fussy. On the PS3 side, the RSX uses 24 pixel and 8 vectors. Each of these have a certain specific way and order of handling shading; - 24 pixel pipe handles 2 x Vector, 2 X Scalar/dual/co-issue/fog, and 1 Texture. - 8 Pixel pipe handles 1 x Vector, 1 x Scalar/Dual-issue Potentially, the PS3 has the most power. If the game code is given in the "2vector, 2scalar, 1texture" format, then the PS3 is in heaven. But programmers dont always program games that way. If the code is programmed 1vector,1texture then 1scalar,1texture ect... then the RSX's efficiency is going to be decrease considerably since it is wasting cycles to accomplish the work. You can see how this quickly becomes a nightmare for programmers. For the same job (1vector,1texture) the xbox 360 would be signing along @ full potential. On the other hand, if the game code is written 2vector, 2scalar the PS3 has the advantage. It is wasting its texture spot, but at least the pipe is populated with 4 ALU's. In the same scenario, the 360 would have to split the job into 2 separate pipes, therefore decreasing its efficiency in half. Either it would separate the code into 1vector, 1scalar + 1vector, 1scalar -or- 1vector, 1vector + 1scalar, 1scalar. The mathematical equasion is actually quite simple: (# of pipes) x (ALU's per pipe) x (core frequency) = ALU's per cycle / Shader operations per second. So ideally, the 360 would look like this: (48pipes) x (2 ALU) x (500Mhz) = 48 Billion RSX (PS3): [(24 Pixel x 5 ALU) + (8 Vertex x 2 ALU)] x (550Mhz) = 74.8 Billion (Specs say it reaches 100 billion when using the Cell processor in synergy) This is only in IDEAL conditions for both machines. The most likely is the 360 where any code can be hashed with higher efficiency. Using un-optimised code on the PS3 can quickly reduce its efficiency in half. At this point the 360 will obviously have the upper hand" BRON: http://www.ocforums.com/showthread.php?t=574206 |
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#8 |
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XGN Punten: 3017
Senior Member
Berichten: 185
Rep kracht: 0
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Hmmm interessant, maar ik kan net zoveel fun beleven aan een game op de SNES als op de PS3. Naar mijn mening is gameplay veel belangrijker dan graphics al is het in nieuwe games, met state-of-the-art graphics, wel handig als je een goeie framerate hebt haha
Al met al leuke topic, stonden veel dingen die ik nog niet wist! NICE! |
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