@GotNugz said:
While I think the Xbox one will do just fine I'm more interested in the PlayStation 4 for now. It's cheaper, more powerful, more innovative controller, and I know in time it will have the games I want from both east and west. The difference this gen is much bigger than it was last gen in terms of performance.
X360 gpu - 240 gflops unified 512mb ram
Ps3 - gpu 178 gflops 512mb split pool
Xone gpu - 1200 gflops 8gb ddr3
PS4 gpu - 1840 gflops 8gb gddr5
More than a 600gflop difference is big not to mention superior memory solution.
PS3's SPEs acts like it's compute shader units.
http://forum.beyond3d.com/showthread.php?t=57736&page=5
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Yea transparencies are all about bandwidth right?He also mentioned that people forget that while you have 6 spus not only do you have to do geometry on them(since RSX has problems with it) but along all that post processing you have to dedicate some spus for that 3ppus and 3 VMX128 units from 360 for general code.On top of that there is long list of alot of minuses on RSX side when compared to xenos.Here is what he said...
"I could go on for pages listing the types of things the spu's are used for to make up for the machines aging gpu, which may be 7 series NVidia but that's basically a tweaked 6 series NVidia for the most part. But I'll just type a few off the top of my head:"
1) Two ppu/vmx units There are three ppu/vmx units on the 360, and just one on the PS3. So any load on the 360's remaining two ppu/vmx units must be moved to spu.
2) Vertex culling You can look back a few years at my first post talking about this, but it's common knowledge now that you need to move as much vertex load as possible to spu otherwise it won't keep pace with the 360.
3) Vertex texture sampling You can texture sample in vertex shaders on 360 just fine, but it's unusably slow on PS3. Most multi platform games simply won't use this feature on 360 to make keeping parity easier, but if a dev does make use of it then you will have no choice but to move all such functionality to spu.
4) Shader patching Changing variables in shader programs is cake on the 360. Not so on the PS3 because they are embedded into the shader programs. So you have to use spu's to patch your shader programs.
5) Branching You never want a lot of branching in general, but when you do really need it the 360 handles it fine, PS3 does not. If you are stuck needing branching in shaders then you will want to move all such functionality to spu.
6) Shader inputs You can pass plenty of inputs to shaders on 360, but do it on PS3 and your game will grind to a halt. You will want to move all such functionality to spu to minimize the amount of inputs needed on the shader programs.
7) Msaa alternatives Msaa runs full speed on 360 gpu needing just cpu tiling calculations. Msaa on PS3 gpu is very slow. You will want to move msaa to spu as soon as you can.
Post processing 360 is unified architecture meaning post process steps can often be slotted into gpu idle time. This is not as easily doable on PS3, so you will want to move as much post process to spu as possible.
9) Load balancing 360 gpu load balances itself just fine since it's unified. If the load on a given frame shifts to heavy vertex or heavy pixel load then you don't care. Not so on PS3 where such load shifts will cause frame drops. You will want to shift as much load as possible to spu to minimize your peak load on the gpu.
10) Half floats You can use full floats just fine on the 360 gpu. On the PS3 gpu they cause performance slowdowns. If you really need/have to use shaders with many full floats then you will want to move such functionality over to the spu's.
11) Shader array indexing You can index into arrays in shaders on the 360 gpu no problem. You can't do that on PS3. If you absolutely need this functionality then you will have to either rework your shaders or move it all to spu.
Etc, etc, etc...
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With PS3 vs Xbox 360, you can't compare it by direct CPU vs CPU and GPU vs GPU.
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