Saw this in another thread at B3D - not sure if it's been posted to the console forum yet.
http://www.beyond3d.com/forum/viewtopic.php?t=11883
http://www.beyond3d.com/forum/viewtopic.php?t=11883
Deadmeat said:48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.
It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.
Fafalada said:Wai wai, since Deameat was banned, let me do his post for him.
Deadmeat said:48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.
It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.
8)
Aww... now you spoiled it... you were first supposed to point out that 192>180, then I could go into a long explanation how "PS3 flops are actually much lower effective" and add a further rebuttal how I underestimated the XBX2 numbers to begin with.ERP said:Of course that number assumes that the shaders can't do a dot product or a MAD in a single op.
Deadmeat said:XBox2 276GFlops > PSX3 192GFlops, Kutaragi Ken = doomed?
ERP said:Fafalada said:Wai wai, since Deameat was banned, let me do his post for him.
Deadmeat said:48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.
It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.
8)
Of course that number assumes that the shaders can't do a dot product or a MAD in a single op.
pc999 said:PS3 will not have 1 teraflop ?
DaveBaumann said:Given ATI's previous parts they are also likely to be co-issue capable as well.
PiNkY said:I am really a bit surprised that they are planning to go with a discrete northbridge.
Probably because of their UMA approach and tight timeframe though
Laa-Yosh said:Isn't it a bad idea to use quad pipelines on a nextgen console GPU? I'd expect most triangles to be very small, especially at 640*480 resolutions, I'd expect highly tesselated and displaced geometry for at least the characters... Or?