hi everyone.... Ive been looking around at spec sheets and the official statements from the respective companies for the nxt gen consoles (PS3, X-Box 360).
And well microsoft say they have 48 million sops one day and ATI say xboxes gpu is in fact capable of 192 sops....SO WHICH IS IT?? its a massive difference. And im dying to know! pls tell me i cannot find the HARD ACTUAL FACT that the xenos is capable of 192 sops (48 pipes * 4 floats per op) were it used to be 2 floats per op!!!!;( i dnt get it. ANYone shed any light on this please...AND YES I KNOW there have been discussions over this MANY MANY TIMES!......BUT! there is no FINAL RESULTS.....
also i was thinking" wow what a great machine sony have made... with the cell doing rendering etc..." and then i thought./......... "hang on, if cell has 8 VMX vector units @ 3.2Ghz.. that truly helps the RSX so the vertex pipes yes do sit idle at some stage but the cell makes up for it.........AND THEN! i also thought.but the xenos can already push out 96 billion shader ops (IF THE ABOVE 192 sops is tru of course!) and it has 3 VMX units which employ themselves and are split between each G5 xenon core.so in essence if ps3 has 100 billion shader ops per second (RSX & CELL) and 360 has 96 (on its own) and then has the three VMX units.well they should have around the same power............(well shading power)
so in conlusion as devs already sed: PS3 cpu advantage and 360 gpu advantage..ONCE AGAIN THSI GENERATION will not (or shouldnt by the likes of things) have a clear winner. So as a final output to us the gamers different techniques can be used on each system to achieve ESSENTIALY the same result..............
Am i right or just plain dum? shed sum light please and ecpecially on the 196 sops for the xenos thing pLZX!!!
And well microsoft say they have 48 million sops one day and ATI say xboxes gpu is in fact capable of 192 sops....SO WHICH IS IT?? its a massive difference. And im dying to know! pls tell me i cannot find the HARD ACTUAL FACT that the xenos is capable of 192 sops (48 pipes * 4 floats per op) were it used to be 2 floats per op!!!!;( i dnt get it. ANYone shed any light on this please...AND YES I KNOW there have been discussions over this MANY MANY TIMES!......BUT! there is no FINAL RESULTS.....
also i was thinking" wow what a great machine sony have made... with the cell doing rendering etc..." and then i thought./......... "hang on, if cell has 8 VMX vector units @ 3.2Ghz.. that truly helps the RSX so the vertex pipes yes do sit idle at some stage but the cell makes up for it.........AND THEN! i also thought.but the xenos can already push out 96 billion shader ops (IF THE ABOVE 192 sops is tru of course!) and it has 3 VMX units which employ themselves and are split between each G5 xenon core.so in essence if ps3 has 100 billion shader ops per second (RSX & CELL) and 360 has 96 (on its own) and then has the three VMX units.well they should have around the same power............(well shading power)
so in conlusion as devs already sed: PS3 cpu advantage and 360 gpu advantage..ONCE AGAIN THSI GENERATION will not (or shouldnt by the likes of things) have a clear winner. So as a final output to us the gamers different techniques can be used on each system to achieve ESSENTIALY the same result..............
Am i right or just plain dum? shed sum light please and ecpecially on the 196 sops for the xenos thing pLZX!!!