How can PS3 run UT3?

550 MHz G70 based GPU on 90 nm process
* 300+ million transistors ( 600 million with Cell CPU )
* Multi-way programmable parallel floating-point shader pipelines
o Independent pixel/vertex shader architecture
o 24 parallel pixel pipelines
+ 5 shader ALU operations per pipeline per cycle ( 2 vector4 and 2 scalar (dual/co-issue) and fog ALU )
+ 27 FLOPS per pipeline per cycle
o 8 parallel vertex pipelines
+ 2 shader ALU operations per pipeline per cycle ( 1 vector4 and 1 scalar, dual issued )
+ 10 FLOPS per pipeline per cycle
o Maximum vertex count: 1.1 billion vertices per second ( 8 vertex x 550 MHz / 4 )
+ Minimum (worst case) polygon count: 366.6 million polygons per second ( 1.1 billion vertices per second / 3 vertices per triangle)
+ Maximum (optimistic case) polygon count: 750 million and more depending on how many triangle strips are used in a game.
o Maximum shader operations: 136 shader operations per clock cycle.
o Announced: 1.8 TFLOPS (trillion floating point operations per second) ( 2 TFLOPS overall performance )
* 24 texture filtering units (TF) and 8 texture Addressing unit (TA)
o 24 filtered samples per clock
+ Maximum texel fillrate: 12 gigatexel per second ( 24 textures x 550 MHz )
o 32 unfiltered texture samples per clock ( 8 TA x 4 texture samples )
* 8 Render Output units
o Maximum pixel fillrate: 4 gigapixel per second ( 8 ROPs x 550 MHz )
o Maximum Z sample rate: 8 gigasamples per second ( 2 Z samples x 8 ROPs x 550 MHz )
o Maximum anti-aliasing sample rate: 8 gigasamples per second ( 2 AA samples x 8 ROPs x 550 MHz )
* 100 billion shader operations per second
* Maximum Dot product operations: 51 billion per second
* 128-bit pixel precision offers rendering of scenes with high dynamic range rendering ( HDR)
* 256 MiB GDDR3 RAM at 700 MHz
o 128-bit memory bus width
o 22.4 GiB/s read and write bandwidth
* Cell FlexIO bus interface
o 20 GiB/s read to the Cell and XDR memory
o 15 GiB/s write to the Cell and XDR memory
* Support for OpenGL ES 2.0
* Support for S3TC texture compression [1]


http://en.wikipedia.org/wiki/RSX_'Reality_Synthesizer'
 
msmalls74 said:
Dont get confused with GT HD, basically a graphical update of GT4, to GT5 or GT5 prologue. GT5 is a new game engine, new physics, new AI etc. GT5 prologue is all that has been shown lately, not even GT5, so expect GT5 to look and play even better than GT5 prologue (going with GT4 and prologue), find out in a couple of months i guess.
There must be teams of gys working around the clock to get the cars finished. Doesn't it take something like 180 days to do 1 car? I know I read somewhere that it was something like 10 times longer to build a car for GT5 than it was for GT4 due to the amount of detail going into each one - I bet adding interiors is increasing that figure by loads too.
 
I wish people would stop telling people to download the Heavenly Sword demo - in its current state it would not instill confidence in anyone other than a hardened sony zealot.

Ninja Gaiden is the best thing to show someone, its currently the prettiest title on the PS3.

To me the OP isnt the sharpest knife in the drawer, he obviously knew enough about the 360, but bought the PS3 anyway, putting himself into debt to do so, and is having buyers remorse.
 
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