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Is anyone else having problems with their 360 after they installed the march update? Mine worked perfectly until I installed it and it barely works at all.
kid whos blew up if you dont play call of duty anymore then give it to mee!! my 360 ate my call of duty before i could get past the 9th mission and its like all torn up and wont read past that point! anyone wanna give me a new disc?
no thats just stupid because a 360 is just a sick comp. just for gameing. you cant even get a comp as good as the 360 is right now....p.s. mine works great and i love it
that is a hugely incorrect statement. PC's are always on top as far as graphical and processing power. the 360 is great and all but its def no super powered pc
haha told all you guys its so dumb to buy a new system on release date. i waited 2 years to get my xbox and mod it. ill wait atleast until a sweet mod coems for 360. but my xbox does eveythig ur 360 does, plus like 10 more things. just doesnt have the graphics as good as 360
uhh yeah well its been in development even before the 360 was released to the public. there wasnt a mod for xbox either until someone figures a way to bypass all the shit.
what do you think a mod just magically appears?
its called every program/ circuit has a weakness, and it will always be hackable.
windows atleast and thats what this shitty box runs off
dude are you completely retarded.. you can make a computer way sicker than a fukken 360... ever heard of dual proceccers? and dual videocards?... obviously not.
the 360 has 3 core processors running 3.2 GHz, it is the best thing made to this day you moron.
360 HW:
1. Support for DVD-video, DVD-Rom, DVD-R/RW, CD-DA, CD-Rom, CD-R, CD-RW, WMA CD, MP3 cd, JPEG photo CD
2. All games supported at 16:9, 720p and 1080i, anti-aliasing
3. Customizable face plates to change appearance
4. 3 USB 2.0 ports
5. Support for 4 wireless controllers
6. Detachable 20GB drive
7. Wi-Fi ready
Custom IBM PowerPC-based CPU
- 3 symmetrical cores at 3.2 GHz each
- 2 hardware threads per core
- 1 VMX-128 vector unit per core
- 1 MB L2 cache
CPU Game Math Performance
- 9 billion dots per second
Below are the specs from Sony's press release regarding the PS3's GPU.
RSX GPU
550 MHz
Independent vertex/pixel shaders
51 billion dot products per second (total system performance)
300M transistors
136 "shader operations" per clock
The interesting ALU performance numbers are 51 billion dot products per second (total system performance), 300M transistors, and more than twice as powerful as the 6800 Ultra.
The 51 billions dot products per cycle were listed on a summary slide of total graphics system performance and are assumed to include the Cell processor. Sony's calculations seem to assume that the Cell can do a dot product per cycle per DSP, despite not having a dot product instruction.
However, using Sony's claim, 7 dot products per cycle * 3.2 GHz = 22.4 billion dot products per second for the CPU. That leaves 51 - 22.4 = 28.6 billion dot products per second that are left over for the GPU. That leaves 28.6 billion dot products per second / 550 MHz = 52 GPU ALU ops per clock.
It is important to note that if the RSX ALUs are similar to the GeForce 6800 ALUs then they work on vector4s, while the Xbox 360 GPU ALUs work on vector5s. The total programmable GPU floating point performance for the PS3 would be 52 ALU ops * 4 floats per op *2 (madd) * 550 MHz = 228.8 GFLOPS which is less than the Xbox 360's 48 ALU ops * 5 floats per op * 2 (madd) * 500 MHz= 240 GFLOPS.
With the number of transistors being slightly larger on the Xbox 360 GPU (330M) it's not surprising that the total programmable GFLOPs number is very close.
The 6800 Ultra has 16 pixel pipes, 6 vertex pipes, and runs at 400 MHz. Given the RSX's 2x better than a 6800 Ultra number and the higher frequency of the RSX, one can roughly estimate that it will have 24 pixel shading pipes and 4 vertex shading pipes (fewer vertex shading pipes since the Cell DSPs will do some vertex shading). If the PS3 GPU keeps the 6800 pixel shader pipe co-issue architecture which is hinted at in Sony's press release, this again gives it 24 pixel pipes* 2 issued per pipe + 4 vertex pipes = 52 dot products per clock in the GPU.
If the RSX follows the 6800 Ultra route, it will have 24 texture samplers, but when in use they take up an ALU slot, making the PS3 GPU in practice even less impressive. Even if it does manage to decouple texture fetching from ALU co-issue, it won't have enough bandwidth to fetch the textures anyways.
For shader operations per clock, Sony is most likely counting each pixel pipe as four ALU operations (co-issued vector+scalar) and a texture operation per pixel pipe and 4 scalar operations for each vector pipe, for a total of 24 * (4 + 1) + (4*4) = 136 operations per cycle or 136 * 550 = 74.8 GOps per second.
Given the Xbox 360 GPU's multithreading and balanced design, you really can't compare the two systems in terms of shading operations per clock. However, the Xbox 360's GPU can do 48 ALU operations (each can do a vector4 and scalar op per clock), 16 texture fetches, 32 control flow operations, and 16 programmable vertex fetch operations with tessellation per clock for a total of 48*2 + 16 + 32 + 16 = 160 operations per cycle or 160 * 500 = 80 GOps per second.
a have a friend with a gaming comp that's about a year old now.
it is in all aspects better than the 360 will ever be, and it's almost outdated when it comes to comps. better graphics, better processors, more memory... comps are FAR better than any console will ever be.
the only difference is the gaming experience, with multpilayer on a console being more fun, at least to me, than online.
speaking of which: a comp has friggin INTERNET, not any stupid XBox live... plus, it burns/rips VDVs, stores all the music you want...