PS1/2 Can the PS3 do the same lighting effects?

ZeWarrior

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In theory both cards are very similar, with the PS3 card (in theory) being slightly more powerful.

Both cards support HDR lighting and some advance particle effects and so far games have been graphically very similar on both systems, with the PS3 lagging behind in frame rate.


That's a myth, well, a lie to be exact.


QUOTE said:
GPU Transistor Count
PS3 - RSX transistor count: 300.2 million transistors
Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)

GPU clock
Xbox 360 - Xenos clocked at 500 Mhz
PS3 - RSX clocked at 500 MHz

GPU video memory
Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s bus, multiplied by 8 thanks to multisampling unpacking for an effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)
PS3 - RSX: 256 MB GDDR3 VRAM clocked at 700 Mhz on a 128-bit bus
PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 275 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)
PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)
PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)
PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 22.4 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 22.4 GB/sec (shared with frame buffer)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

Xenos (360) > RSX (PS3)

Now, then you have to factor in that the 360 gets 2xAA straight from it's GPU, no matter what game or how it's developed because it's Hardware Emulated, though 4xAA has to be Software Emulated. Now, the PS3 has to Software Emulate both, as opposed to the 360.

And on topic, no, the PS3 cannot, it's obvious I seem like a huge 360 fanboy, but just look at Halo 3 as a prime example. It uses both a High and Low HDR Lighting Effect Engine, two running at the same time, where the PS3 has failed to be on par with the 360's HDR when it was using just one engine in games.

Also, that "360 had one more year" argument is nul, remember the PS3 ws meant to be released at the same time as the 360, but was delayed for that one year. While they were waiting to finish shoving in BluRay they could of easily looked over what the 360 was doing and added something useful in.
Funny you mention Halo 3 considering it's not even full 720P. 640P FTL
 

ZeWarrior

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LOL next generation lighting. It's barely next gen. Funny also the Halo 3 box is labeled as a 1080P native res funny.. considering it was actually shot in 640P. False advertising FTL And I would rather lose the lighting engines. In those 80 Pixels you could see a lot more detail then you would notice with the lighting.
 

Xbox360

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LOL next generation lighting. It's barely next gen. Funny also the Halo 3 box is labeled as a 1080P native res funny.. considering it was actually shot in 640P. False advertising FTL And I would rather lose the lighting engines. In those 80 Pixels you could see a lot more detail then you would notice with the lighting.

Next-Gen = Wat couldn't be done last generation.

Neither the Gamecube or Xbox could run such effects compared to the 360.

I'd rather lose the pixels, cutting out 4 jaggies as opposed to killing off some beautiful looking enviroments is a large difference.
 

Infinitus

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Ahh! Overly used bloom in Halo 3!!

s:

Why do lighting effect matter when it's the graphical quality that is most noticed? Sure, you stop and gawk at the awesome shadows that one sconce is casting, but do the rest of the graphics looks nice?

To be honest, to me I really don't notice much graphical difference between systems... unless there's some mind-blowing graphics, I probably won't notice at all.
 

michaelf

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Are you really about to buy a console based on lighting effects? How about games? At the very least use blue ray as an excuse to buy a PS3.
 

cubin'

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LOL next generation lighting. It's barely next gen. Funny also the Halo 3 box is labeled as a 1080P native res funny.. considering it was actually shot in 640P. False advertising FTL And I would rather lose the lighting engines. In those 80 Pixels you could see a lot more detail then you would notice with the lighting.


Next-Gen = Wat couldn't be done last generation.

Neither the Gamecube or Xbox could run such effects compared to the 360.

I'd rather lose the pixels, cutting out 4 jaggies as opposed to killing off some beautiful looking enviroments is a large difference.

Agreed. No need to bash the xbox Ze. IT's not really next-gen anymore anyway - it's current gen
 

GexX2

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Ummm... Anyone actually WATCH any of those Killzone 2 trailers in HD? The lighting in KZ2 blows away Halo 3's crappy D01_1!3LE!!1!!11!eleventy-one!1 TOOMUCHbloom engines.
 

ZeWarrior

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LOL next generation lighting. It's barely next gen. Funny also the Halo 3 box is labeled as a 1080P native res funny.. considering it was actually shot in 640P. False advertising FTL And I would rather lose the lighting engines. In those 80 Pixels you could see a lot more detail then you would notice with the lighting.


Next-Gen = Wat couldn't be done last generation.

Neither the Gamecube or Xbox could run such effects compared to the 360.

I'd rather lose the pixels, cutting out 4 jaggies as opposed to killing off some beautiful looking enviroments is a large difference.

Agreed. No need to bash the xbox Ze. IT's not really next-gen anymore anyway - it's current gen
he started with the next gen crap, I'm just saying it's hardly next gen. It's a slightly updated previous generation graphcs >_>
 

cubin'

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Yeah fair enough. Xbox360 (the user) spouted a fair bit of crap
tongue.gif
 

deathfisaro

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I'm not interested in a war, but people don't realize there's several years programming experience difference between PS3 and 360 games. Simply PS3's been around for only half long as the 360, and 360's game dev environment is very similar to PC which enables easy port/multiplatforming 360/PC.

If someone makes a shitty 90 degree turn at 30mph, it's not because the car sucks, if the driver can't tell which is brake and which is gas, it doesn't matter wether the car was Enzo Ferrari or Hyundai.
Professional driver + Ferrari = Kick ass, Noob + Ferrari = major accident.

Who do you think will run faster, an average 10 year old kid, or an average 5 year old kid?

Just wondering, why are PS3 and 360 called "next"-gen? GC,PS2,XBox are "last"-gen and according to the user xbox360's definition Wii is last-gen too.
So there's no current-gen consoles, last-gen and next-gen.
Well, ok so then PS2 is current-gen, it's still kicking ass, but XBox and GC are practically obsolete therefore last-gen. Is that people's logic?
 

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