PS3 or xbow 360 most powerful

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Hi all,
Some boring reading for some possibly.... so my apologies now :)
Anyway, i am having an ongoing battle at work with 2 360 owners & me being a PS3 owner.
They keep telling me that the xbox 360 is far superior in terms of games.
They have given me the multi media star due to bluray & other fancy stuff.

But its the games side of things we're really arguing about & specifically whats more powerful.

I always thought that the PS3 being newer kicked butt here but reading the below would appear not.

Can someone have a read & respond in a unbiased way. I have no problems if in fact the 360 is superior, I've made my bed & bought the PS3 when it originally came out for 400+ bucks (I know) but the bigheadedness of the guys at work is driving me insane.

So my question - which is better for gaming. Not what has the best developers or back catalogues etc but which can be push the envelope futher if given the right input.

Below is what he Mr 360 sent me to rub it in...........





Let's look at the maximum theoretical numbers for the Xbox 360 and PS3 GPUs.

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 - 8.8 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.2 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.4 Billion Pixels/sec (8 ROPS x 550MHz)

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)

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

Xbox 360 has the advantage in most cases.
 
It doesn't matter.

It's the quality of services and games and that's all subjective. On the whole, there's no enjoyment loss for cross-platform games due to technical incapabilities in my experience, so which has the most e-peen is irrelevant.
 
Neither, they're essentially equal

One is slightly better than the other in one area, but worse in another.

I dont even know why I dignified this with a response
 
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Xbox 360 has the advantage in most cases.

And yet the PS3 keeps equalling its competitor, in fact i'd go as far as saying it is the current holder of the 'sweet jesus that's pretty!' crown in the form of Uncharted 2. Numbers mean nothing at the end of the day, especially when there's so little in it, developers are what counts.

Show your mates Uncharted 2, then ask them to provide a prettier game on the 360. At present i would say they won't be able to, but in the future they probably will. Each one-ups the other over and over again and by the time everyones figured out exactly which is the most powerful no one will give a toss as we'll be playing the PS4 and xbox 720 and arguing over which of those is more powerful.

And the circle of life continues uninterrupted...
 
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Haha.

I cannot believe the OP posted all of this incomparable stats.

It all depends on which dev has there hands on the hardware. When looking at stuff like this look at Ridge Racer and Ridge Racer Hi-Spec (which was included in Type 4) both on PS1. Worth noting the same hardware in more experienced hands can produce completely different quality of output. You'll never be able to tell across format, ever.
 
Yeah all he's done is sent you the GPU specs, and the 360's one is better.

The CPU is probably a lot better in the PS3. The PS3 has a crazy system layout where the CPU does some of the graphics work too if needed, it's why ports always suck on the PS3 because they just use it like a normal PC.
 
Who cares?
People considering buying them. People need to stop being so overprotective about their choice of console here. The console forum is a joke filled with loons like cheets64 :/

If you don't like the thread ignore it, if you want to discuss it discuss it but don't go into a thread to bitch about it.


I believe both consoles are evenly matched due to the way they code the games. This is due to the games though not the consoles
themselves.

The PS3 has a much better CPU but the GPU is better in the 360.
 
They are supposed to be pretty even, it depends on what you mean more powerful. The 60GB PS3 uses more power than a 360 so it must be more powerful (joke). Im not sure how you can measure CPU/GPU power correctly without looking at the quality of its exclusive game graphics, so the PS3 wins with uncharted 2 :D, but is that to do with the skill of the devs or the power of the console?. Its only games that matter the PS2 was not as powerful as either of its competitors but i would say it had many of the greatest games of last gen on it so power dont mean a thing unless you can harness it.
 
Jesus, not again.

360 - More powerful GPU (on paper)
PS3 - More powerful CPU (on paper)

Over all there is hardly anything in it between them.
 
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).

And thats exactly why I enjoyed Cod 4 on the 360 more than on the Ps3. People will try to tell you those extra 2gig per sec texture vertex mem bandwidth doesn't matter but to me it makes the difference. Especially using the martydom perk and the M16 red dot. Its just not the same with the lower ps3 figure.

Sadly you mates at work are correct, although how they find the time to argue that out and serve on the drive through is impressive ;)
 
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