KY and his new friend

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Lets break this down another way shall we? Forza sold 175,00 in four days, that's 43,750 units per day. Uncharted 2 sold 537,000 in eighteen days, that's 29,833 units per day. Uncharted was also extremely hyped as well. I'm failing to see your point here.

Not to mention, racing games (other than GT) normally don't sell more than shooters, so I would say that is good.

My guess is that Dan and Kaz haven't seen but maybe .000001% of the posts related to the two of them on the internet. They probably don't think of the SIM WAR the way us passionate gamers do.
 
You bet, just like Michael Schumacher and Frenado Alanso couldn't be friends either because they raced for different teams....wait a minute....

T'was sarcasm. Just poking at fun at all the debating going on regarding the specs of the 360 and PS3.
 
In your opinion, I guess. But that is your choice.

There it is! The famous catch phrase! Finally! :lol:

There's no opinion here, only facts. Just to point out one error, the gigantic memory bandwidth you noted on the Xbox360 come from a 10MB eDRAM that is used for some intensive calculations like anti-aliasing. Sure it's an advantage, but using it to say the memory bandwidth is 5 times bigger than the PS3's memory bandwidth only shows your ignorance on the matter.

EDIT: You edited it out. Predictable. I quoted it before you edited it though.
 
T'was sarcasm. Just poking at fun at all the debating going on regarding the specs of the 360 and PS3.

Oh I know, I was just further illustrating the point you were making. Sorry for the confusion.
 
I wouldn't be surprised if Dan was at PD headquarters, and Kaz was at Turn 10 headquarters at one time.
 
There it is! The famous catch phrase! Finally! :lol:

only shows your ignorance on the matter.

And there it is....you fail to practice what you preach. Goes without saying I suppose. You are disagreeing, but you state it's a fact. It's not. No need to bury your head man.

EDIT: "You edited it out. Predictable. I quoted it before you edited it though."

Yeah, I figured it would be funnier to use your "priceless" flamebait in reply. Thought you might like a taste of your own medicine.
 
And there it is....you fail to practice what you preach. Goes without saying I suppose. You are disagreeing, but you state it's a fact. It's not. No need to bury your head man.

EDIT: "You edited it out. Predictable. I quoted it before you edited it though."

Yeah, I figured it would be funnier to use your "priceless" flamebait in reply. Thought you might like a taste of your own medicine.

Priceless... great fun :lol:

Explain to me then. How can the Xbox have such a gigantic edge on memory bandwidth when only 10 MB of its memory has 256GB/s bandwidth? Not to mention that this bandwidth is between the eDRAM and it's logic unit. The actual bandwidth between the eDRAM and the GPU is in fact 32GB/s. However, this high bandwidth is extremely limited. Because of the small memory size, only a few tasks can be accomplished in that high speed memory. Most of the processing happens in 512MB of GDDR3 memory that have only 22.4GB/s and is shared between the GPU and the CPU.

The PS3 have 22.4GB/s bandwidth for the GPU alone and another 25.6GB/s for the CPU. No bandwidth sharing. PS3's GPU doesn't have that wonderful eDRAM chip that free some of the GPU memory bandwidth, but on the other hand it doesn't need not share the memory bandwidth with the CPU which is a great advantage for the GPU and the CPU.

So no. It may have some advantages, but it also have disadvantages. The actual thing works differently than a questionable article from a questionable source you copy/pasted here may tell and is far from the "5 times bigger, PS3 crushing memory bandwidth" you claimed Xbox 360 has.

I'm a computer engineering student. Even though I still have a lot to learn, if you think you can fool me with computer related numbers you must be really naive.
 
Priceless... great fun :lol:

Explain to me then. How can the Xbox have such a gigantic edge on memory bandwidth when only 10 MB of its memory has 256GB/s bandwidth? Not to mention that this bandwidth is between the eDRAM and it's logic unit. The actual bandwidth between the eDRAM and the GPU is in fact 32GB/s. However, this high bandwidth is extremely limited. Because of the small memory size, only a few tasks can be accomplished in that high speed memory. Most of the processing happens in 512MB of GDDR3 memory that have only 22.4GB/s and is shared between the GPU and the CPU.

The PS3 have 22.4GB/s bandwidth for the GPU alone and another 25.6GB/s for the CPU. No bandwidth sharing. PS3's GPU doesn't have that wonderful eDRAM chip that free some of the GPU memory bandwidth, but on the other hand it doesn't need not share the memory bandwidth with the CPU which is a great advantage for the GPU and the CPU.

So no. It may have some advantages, but it also have disadvantages. The actual thing works differently than a questionable article from a questionable source you copy/pasted here may tell and is far from the "5 times bigger, PS3 crushing memory bandwidth" you claimed Xbox 360 has.

I'm a computer engineering student. Even though I still have a lot to learn, if you think you can fool me with computer related numbers you must be really naive.


I didn't copy/paste from there. I copy pasted from the original article released by Microsoft (which is now in cache mode at Google) (which I noted in my post that I got the info from Microsoft). I couldn't fool anyone, since I am not the one with the Xbox 360 hardware details, it's Microsoft's Xbox 360 team that has the hardware details, and know SUBSTANTIALLY more than you (or I) do about the product they actually created.

If you honestly think you know more about the Xbox 360 hardware performance figures than the Microsoft team...well then, your time here will be short lived. Zero credibility. (unless of course you did work in the Xbox division, then I respectfully offer my apologies).

I would recommend thinking before your next post. Since you are obviously trolling and flamebaiting, I will no longer reply to your posts.
 
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I didn't copy/paste from there. I copy pasted from the original article released by Microsoft (which is now in cache mode at Google) (which I noted in my post that I got from Microsoft). I couldn't fool anyone, since I am not the one with the Xbox 360 hardware details, it's Microsoft's Xbox 360 team that has the hardware details, and know SUBSTANTIALLY more than you (or I) do about the product they actually created.

If you honestly think you know more about the Xbox 360 hardware performance figures than the Microsoft team...well then, you time here will be short lived. Zero credibility.

I would recommend thinking before your next post. Since you are obviously trolling and flamebaiting, I will no longer reply to your posts.

I love that last line :lol:

Microsoft is only doing what they do best: fooling people. I can't really blame them too much since nearly everyone do that. Even SONY did that whith the PS3 what pissed me really. Nvidia and ATI are a great example. They will push you endless streams of numbers to fool you into thinking one GPU is better than the other when in the truth the performance can't be measured by numbers alone. Numbers are just one variable in the equation.

That whole article is just an attempt to bash on PS3's main selling point in it's early days, which is better hardware. No matter how bad you want otherwise, overall it's true. It shows in the latest games.
 
I love that last line

Microsoft is only doing what they do best: fooling people. I can't really blame them too much since nearly everyone do that. Even SONY did that whith the PS3 what pissed me really. Nvidia and ATI are a great example. They will push you endless streams of numbers to fool you into thinking one GPU is better than the other when in the truth the performance can't be measured by numbers alone. Numbers are just one variable in the equation.

That whole article is just an attempt to bash on PS3's main selling point in it's early days, which is better hardware. No matter how bad you want otherwise, overall it's true. It shows in the latest games.

I love your posts :lol:

I wasn't going to reply, but I will. We will agree to disagree?
 
I love your posts :lol:

I wasn't going to reply, but I will. We will agree to disagree?

Sure. I'm just trying to let you know the Earth it's round, like a ball you know? Well, actually it's somewhat flat in the poles, but mainly round. If you want to insist it's flat, that's fine for me.
 
All of Bogie's post was copy and pastes from the most well known XBox vs PS3 comparison on the net, you will all have seen the graphs from it. The original poster is unknown, but this was one of the Xbox 360 biased comparisons i was describing. Here is a link: http://rofl-at.us/?page_id=85

It was created before the PS3 was released, and is based on incomplete information from a Sony conference (possibly at E3).

This is a more reliable comparison: http://www.winsupersite.com/showcase/xbox360_ps3_wii.asp
However, a lot of this info is basic.

Unfortunately, he has no idea how the Xbox 360 truly works. Had he known, he would probably not look so foolish. Considering Microsoft has given us the full details of their box, as you can see below, the PS3 isn't as good as we aer led to believe.

You do not know the inner workings of the console either, you copy and pasted a comparison from another site, none of it is your own. I spent well over an hour writing my comparison, researching everything, taking my info from many sources and learning about how each bit works so i could write my own analysis.

The Xbox 360 has many more advantages than he listed, but since we all know his agenda, it should come as no surprise.

The Xbox 360 has 278.4 GB/s of memory system bandwidth while the PS3 has less than one-fifth of Xbox 360's (48 GB/s) of total memory system bandwidth. Think about that now for a second. The memory system bandwidth in Xbox 360 exceeds the PS3's by five times. That is huge. Also, when looking at general purpose computing, the Xbox 360 CPU has 3 times the general purpose processing power of the Cell. Not to mention, the Xbox 360 GPU design is more flexible and it has more processing power than the PS3 GPU.

The graphics memory system bandwidth is the same for both on the GDDR3 RAM (around 22.4GB/s). The memory system bandwidth of the XDR RAM is 25.6GB/s. The bandwidth for the eDRAM is so large because it is internal, and it only has a minute 10MB of memory, it is just a big cache for the GPU... Its main process is anti-aliasing, would that would not be required if the main GPU processes were up to scratch.

The Xbox 360 processor was designed to give game developers the power that they actually need, in an easy to use form. The Cell processor has impressive streaming floating-point power that is of limited use for games.

Because the Xbox 360 and its processor setup is closer to a PC in design. The PS3 processor is relatively unique and before the PS3 has never been used for gaming. 'easy to program' just means the methods have been around for years. The PS3 requires a different approach to programming, but yields better results if you make use of its hardware properly.

The majority of game code is a mixture of integer, floating-point, and vector math, with lots of branches and random memory accesses. This code is best handled by a general purpose CPU with a cache, branch predictor, and vector unit.

The Cell's seven DSPs (what Sony calls SPEs) have no cache, no direct access to memory, no branch predictor, and a different instruction set from the PS3's main CPU. They are not designed for or efficient at general purpose computing. DSPs are not appropriate for game programming.

Xbox 360 has three general purpose CPU cores. The Cell processor has only one.

Indeed, the Xbox 360 has 3 PPE cores, whilst the Cell Processor has one main PPE core and 7 SPE cores (one of them used primarily for the operating system, 6 for gaming). You are wrong, the SPE cores each have their own 256KB cache. You were right when you said the 7 SPE cores do not have direct access to the memory. But the PPE core (the central core) does have access to the RAM, aswell as having its own 512MB cache. The PPE core sort of 'outsources' its processes to the SPE cores (i'm not sure what the computing term is for outsourcing).

What you neglect to mention is that the Xbox 360 CPU and the GPU both use the 512MB RAM . The PS3 has seperate VRAM and main RAM. the XDR (main) RAM can be accessed by the CPU main core directly, at a higher memory bandwidth.

Xbox 360's CPUs has vector processing power on each CPU core. Each Xbox 360 core has 128 vector registers per hardware thread, with a dot product instruction, and a shared 1-MB L2 cache. The Cell processor's vector processing power is mostly on the seven DSPs.

Dot products are critical to games because they are used in 3D math to calculate vector lengths, projections, transformations, and more. The Xbox 360 CPU has a dot product instruction, where other CPUs such as Cell must emulate dot product using multiple instructions.

All of which leads to the fact the PS3 generates over double the Dot product calculations per second :rolleyes: That point is irrelevant and leads to nothing.

Cell's streaming floating-point work is done on its seven DSP processors. Since geometry processing is moved to the GPU, the need for streaming floating-point work and other DSP style programming in games has dropped dramatically.

You have already mentioned this, it just reinforces the fact that the Xbox 360 processor is closer to that of a PC processor with gaming in mind. It does not in any way mean it is better for gaming as the PS3 processor has shown.

Just like with the PS2's Emotion Engine, with its missing L2 cache, the Cell is designed for a type of game programming that accounts for a minor percentage of processing time.

The cell has an L2 cache, 512MB for the main PPE processor and a further 256KB for each of its cores, so that statement is simply wrong.

Sony's CPU is ideal for an environment where 12.5% of the work is general-purpose computing and 87.5% of the work is DSP calculations. That sort of mix makes sense for video playback or networked waveform analysis, but not for games. In fact, when analyzing real games one finds almost the opposite distribution of general purpose computing and DSP calculation requirements. A relatively small percentage of instructions are actually floating point. Of those instructions which are floating-point, very few involve processing continuous streams of numbers. Instead they are used in tasks like AI and path-finding, which require random access to memory and frequent branches, which the DSPs are ill-suited to.

Again, this is irrelevant, 'general purpose computing' in this sense means PPE. That paragraph can be simplified to: "The PS3 has 1 PPE core and 7 SPE cores." The 12.5% refers to the percentage of 1/8 of the processing power... And the last bit of the paragraph again is assuming SPEs are not good for gaming. The PPE uses the SPE and converts them into the relevant calculations for games. You are assuming that the use of SPE cores automatically makes the processor worse. This is the whole basis behind the viewpoint that they can not be compared, the PS3 utilises the advantages of the SPE by using a PPE to convert the calculations into the relevant form for gaming.

Based on measurements of running next generation games, only ~10-30% of the instructions executed are floating point. The remainders of the instructions are load, store, integer, branch, etc. Even fewer of the instructions executed are streaming floating point?"probably ~5-10%. Cell is optimized for streaming floating-point, with 87.5% of its cores good for streaming floating-point and nothing else.

Referring to my previous point, the PPE uses the SPEs for its calculations.

Even ignoring the bandwidth limitations the PS3's GPU is not as powerful as the Xbox 360's GPU.

There are no bandwidth limitations. The bandwidth between the graphics chip and the DDR3 RAM used in both is the same. Unless you mean the 10MB on internal eDRAM which has limited use.

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.

The PPE utilises the SPEs to create a dot product calculation per cycle...

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.

Regardless, the PS3 still produces more product dot calculations per second...

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.

That includes the eDRAM. The eDRAM has ~105million transistors which are not used for the majority of calculations. They are used for anti-aliasing and other demanding tasks that don't actually take up much memory. That eDRAM is actually very good, but the main GPU is lacking in certain areas compared to the RSX.

The PS3 does have the additional 7 DSPs on the Cell to add more floating point ops for graphics rendering, but the Xbox 360's three general purpose cores with custom D3D and dot product instructions are more customized for true graphics related calculations.

Like i said, the main PPE core translates the SPE calculations for graphics related calculations.

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 followed 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.

This is the evidence that the article is outdated. You can see the relevant info on this in my comparison post.

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.

All of that was mentioned in my post, but with the relevant up to date info, not info from a press conference from 2005.

Overall, the automatic shader load balancing, memory export features, programmable vertex fetching, programmable triangle tesselator, full rate texture fetching in the vertex shader, and other well beyond shader model 3.0 features of the Xbox 360 GPU should also contribute to overall rendering performance.

What in the what now? You just described the basic functions of a graphics chip, which is of no consequence in this argument.

Also you didn't reference your source. All my info i wrote myself, and i cross-referenced it with several websites (Using Wikipedia as a starting point as the info for both is all in one place). You just copy and pasted which is actually against the forum rules because you didn't state the relevant source.

EDIT: Dravonic has already pointed out most of these things, fairs dos to him :)
 
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Like I said back on page 3 of this thread, Great work Seismica! Booger 19th is not as smart as he thinks he is. I mean he can't even figure out how not to double post, duh! So that said can we all drop the console war and get back to the topic at hand, whatever that was?
 
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Sure. I'm just trying to let you know the Earth it's round, like a ball you know? Well, actually it's somewhat flat in the poles, but mainly round. If you want to insist it's flat, that's fine for me.

Priceless :lol:
 
Also you didn't reference your source. All my info i wrote myself, and i cross-referenced it with several websites (Using Wikipedia as a starting point as the info for both is all in one place). You just copy and pasted which is actually against the forum rules because you didn't state the relevant source.

EDIT: Dravonic has already pointed out most of these things, fairs dos to him :)

I did reference my source, stating it's from Microsoft. The links to the actual source are dead so I didn't provide them (I just copied the from a cache). Sorry, here they are, I found the non dead links:

http://majornelson.com/archive/2005/05/20/xbox-360-vs-ps3-part-1-of-4.aspx
http://majornelson.com/archive/2005/05/20/xbox-360-vs-ps3-part-2-of-4.aspx
http://majornelson.com/archive/2005/05/20/xbox-360-vs-ps3-part-3-of-4.aspx
http://majornelson.com/archive/2005/05/20/xbox-360-vs-ps3-part-4-of-4.aspx


I do appreciate your thoughts on the subject, however, I still have to trust that the 360 team knows their product better than you do. And what is even funnier is that I not only stated that these details ARE FROM MICROSOFT, but you continued to reply stating that they were MY details and figures that I am supplying. :lol:
 
I do appreciate your thoughts on the subject, however, I still have to trust that the 360 team knows their product better than you do.

Or maybe the 360 team wants to make their product sound superior.
 
I do appreciate your thoughts on the subject, however, I still have to trust that the 360 team knows their product better than you do. And what is even funnier is that I not only stated that these details ARE FROM MICROSOFT, but you continued to reply stating that they were MY details and figures that I am supplying. :lol:

My thoughts come from the info Microsoft have supplied us. Sony have supplied us some information too. The GPU comparison uses info that is directly comparable on each console, and the numbers don't lie, the PS3 has the upper hand for everything except the pixelshader/vertex pipelines and the extra eDRAM that makes AA less demanding.

Also, i quoted your post and if there was a reference i would have seen one. Only after Dravonic pointed it out did you add a source. I kept saying 'you said' because i only realised halfway down your post that it was copied word for word. If Microsoft can write that, with its inaccurate information and its unrealistic comparisons, i worry if the system specs they have supplied to us are actually correct.
 
My thoughts come from the info Microsoft have supplied us. Sony have supplied us some information too. The GPU comparison uses info that is directly comparable on each console, and the numbers don't lie, the PS3 has the upper hand for everything except the pixelshader/vertex pipelines and the extra eDRAM that makes AA less demanding.

And we disagree. So where is the problem with that?

Edit: Not that it matters which one is more powerful or not. It's just interesting to see people get bent out of shape when they think the PS3 is more powerful than it actually is. The Xbox 360 and PS3 can produce equally good looking and captivating games. My point is that they are equal in power (from what I have researched). I am not saying the Xbox 360 is MORE powerful. I am stating that the PS3 has some bandwidth limits that prevent it from using it's potential, making the platforms equal for development this gaming cycle.

Edit:

Only after Dravonic pointed it out did you add a source.

False.
 
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The problem is that it's a matter of fact, not of opinion. So somebody's right and somebody's wrong.

The only people that would know if that were the case (Fact) would be the creators of the 2 hardware consoles and the developers.
 
And we disagree. So where is the problem with that?

Because my argument is backed up with straight facts, but you used a biased, outdated comparison that was largely incorrect.

I feel this thread is just going to get locked so i'm going to stop posting.
 
^ Thank god the mods here are somewhat forgiving. I was afraid of the banhammer but I had to do it anyway.

On the subject, I do agree with Joey D. I don't think any of them hold a grudge to the other.
 
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