FACT:
PS3 will be running at 5.4 Ghz on 7 cell based cores at 3.12 Ghz each.
Xbox 360 will be running at 6.2 Ghz on 3 3.2 Ghz powerPC cores.
FICTION:
Though the numbers above look deceiving, the PS3 actually is the system that will deliver more power. It will also be capable of much stronger AI, and will be able to multiprocess on orders of levels better than the xbox 360, which is using a parallel chip design.
FACT:
PS3: 256 MB of RXD DDR3 Rambus RAM at 3200 Mhz, 256 MB DDR3 RAM at 700 Mhz
XBox: 512 MB of DDR3 RAM at 700 Mhz.
FICTION: Sony’s RAM processing will be much faster than the Xbox. 256MB of RAM at different speeds means only one thing. Sony ran out of money/had cost concerns. While having the seperate RAM as they do will allow the cell based processors more ability to switch on and off depending on where faster memory is needed, They will not be operating much faster than the Xbox RAM only because of the limiting factor. The slowest wheel determines the speed of the car. The faster RAM only ensures that they experience fewer speed bumps on the road. Load time will be reduced, but gameplay speed will be identical.
FACT:
PS3: NVidia 512 MB Next Gen Card.
XBox 360: ATI 512 MB Next Gen Card.
FICTION:
Sony’s card is not better. In fact, their advertising of their ability to support 1080i seems almost odd, because that appears to be the only reason they went with the Nvidia next gen card. Both cards have almost equal speed and power. The only difference is that the ATI 512 MB card has not been designed to support 1080i. It is the best card on the market for 720i/1080p. The Nvidia card is the shittiest model possible for 1080i. Both are equally good at 720i/1080p. In fact, the ATI actually is slightly better at it, but not enough so that any human being could tell the difference.
FACT:
PS3: Blu-Ray 50GB HD DVD’s
Xbox 360: HD DVD (30 G
FICTION:
There is no real advantage to either side. Both have pros and cons, with Sony winning a slight edge. The Blu-Ray is the future of DVD, and this will give Sony a head start in getting developers to develop on them. Holds more information. The one problem is that there are a lot of development costs associated with going to Blu-Ray. Look for PS3 to also support HD DVD for their own sake. Failure to do so may cripple their product and ability to get smaller developers to buy into the PS3, giving a huge number of titles edge to the Xbox.
FACT:
PS3: USB drives or no Hard Drive
Xbox 360: 20 GB/40 GB
FICTION:
Xbox does not have any edges here. At 50 GB per game, and the ability to have faster processing speed, this represents Sony’s BIGGEST edge. The Xbox 360 will have load times and transitions in games. If designed correctly, the PS3 will have absolutely minimal load times in their games.
Sony Advantages:
1. bigger game capacity
2. minimal load time for games
3. Larger game capacity
4. Roughly 1.7 times the processing power (in teraflops)
5. Supports higher resolution games
Sony disadvantages:
1. Will lose developers with Blu Ray DVD games.
2. Sony makes money only on the console. PS3 will likely be twice as expensive as the Xbox 360.
3. No graphics edge whatsoever in basic HD (720i or 1080p).
4. Whoever designed the bird with wings controller has to be some gay fag. That is the absolute gayest controller I have ever seen, and I hope they change it before releasing it. It looks like something some Japanese hardcore bondage person sticks up his ass for kicks.
Microsoft Advantages:
1. Live network is unparalleled plus built in wireless connectivity.
2. 6 month to a year head start on the market.
3. Willing to take a loss per unit sold to undercut Sony, translating in consumer savings.
4. Will greatly close the gap in titles.
5. Acts as a Tivo/Stereo/DVD player, general home entertainment system + console as opposed to just a console.
Microsoft disadvantages
1. Like it or not, this is not Microsoft’s big attempt to overtake Sony. That will happen with the next generation. Right now, they are introducing the Xbox as an entertainment system, not just a console. Once the concept catches on, Sony will not be able to compete unless they are willing to sell units at a loss and self develop software.
2. Longer load times than the PS3.
Advantage:
No question, the Xbox closes the gap here. Not so much only because of the early release, but the likeliness that the Xbox 360 will cost 100-150 dollars less than the PS3. Does Microsoft overtake Sony? Not this time around. If history repeats itself, Microsoft usually wins on the third try, via blowout. That seems the likely ending here as well. No way will Sony be able to survive selling the consoles at a loss. Microsoft has way way too big a lead in software development and in house games development for a small company of Sony’s size to have any hope of catching up. (300 billion software company vs a 30 billion electronic products one)
holly shit thats alot of shit to read. im just going to say the xbox 360 is going to be the best. only coz the xbox is beta than the ps2 so yeah.......i didnt read ur stuf coz i dont know wot it means
PS3 Fan, I have long analyzed these specifications which you have posted again, and I must stress that the specifications on a functional operational platform, have actually indicated that the Xbox 360 is far superior as a gaming console.
Granted, the overall performance is *slightly* higher in the PS3, which I must stress again benefits streaming video (such as movies and other video content).
But in pure gaming, the Xbox 360 is clearly pushing the boundary here. The raw paper data you post here, when looked at by actual programmers and technical people, such as myself, only clearly indicates the Xbox 360’s superior gaming performance.
I find it amusing actually that you spent all that elaborate time posting the specifications in order to justify the PS3’s superiority. It clearly indicates you lack understanding of the specifications and the functional aspects of computer hardware.
But it’s ok, I understand you are probably only 13 or 15 and just like to look knowledgable or to remain comfortable in your Sony beliefs.
But, alas, I must get back to work on programming for one of PS3’s much anticipated games.
CLIMAX UNVEILS TOMCAT - A NEXT GENERATION TOOLSET FOR THE NEXT GENERATION CONSOLES!
Los Angeles, CA. Tuesday 23rd November, 2004: Climax Group today took a major step forward in the development of next generation games with the unveiling of Tomcat, a proprietary toolset that enables the quick creation of dynamic shading effects.
Already equipped with a well-established set of tools and pipelines, Climax has used its existing technology to develop a string of hits on PS2, Xbox and various mobile game devices. But the next generation consoles demand next generation technology, and this is why Climax has developed Tomcat. Designed exclusively for the PS3 and Xbox2, it’s the next evolution of the company’s current tools and is already proving itself a valuable asset in the development of the next generation of hits.
Developed by Climax’s Core Technology Group (CTG), Tomcat is based on High-Level-Shading-Languages and uses small fragments of shader code that are concatenated to produce stunning shading effects. Crucially, Climax has developed a simple way for these small fragments to be created and inserted, which drastically reduces the amount of programming required to create such outstanding visuals.
The increased power of the next generation consoles, combined with the development of programmable shaders, means that shader management is going to be a crucial concern to game developers in the near future. Climax Group has moved swiftly on the issue to ensure it’s well placed to exploit the new opportunities it presents, as Tony Beckwith, President of Climax Racing, explained: “Rather than reacting to the issue when it arrives, we’ve taken a proactive step and developed a unique toolset that allows us to fully exploit the potential for outstanding shading effects. The system we’ve created allows our artists to create amazing shader combinations faster, and without the need for programmer support."
Tony continued: “As soon as we started working on Tomcat, we knew we had something really special on our hands. Even still, the industry’s reaction has amazed us. All the major publishers we’ve shown it to have been blown away and are pushing us hard to let them use it. This is an exciting step for us, and could mean that in the future a wide range of brilliant games built on the Tomcat technology could be filling the shop shelves, not just those developed by Climax."
Built from a stable platform that has proven its worth in several games, Tomcat is so powerful the company only needs to innovate for the next generation features. Other qualities of the tool set include:
Real-time Shader Combining And Preview
Normal Mapping
Bloom And ViViD Renderer
Online And Networking
DYNE Physics
Real-Time Game Tweaker
Normal mapping, in particular, is core to the company’s next generation strategy. This technique provides an incredible amount of detail for little cost, so gamers can enjoy a considerable and disproportionate gain in quality without a drop in performance.
Fully developed and operational, Tomcat is already being employed in the development of Avalon, Climax’s highly anticipated and fantastically innovative next generation game.
Note to Editors: About Tomcat
Over recent years, real-time procedural shading has become an increasingly important area in the development of graphics hardware. The versatility and power of pixel and vertex shaders have made them a key feature of the next-generation of game consoles. And as the technology has matured, we have seen a move away from low-level hardware interfaces towards high-level shading languages. These developments have allowed Climax to create a new tool set designed to fully exploit the recent advancements in console hardware.
Alongside their power, programmable shaders can lead to an explosion of permutations. Recent Climax games have featured up to a hundred different pixel shaders alone. Many of these shaders are variations on a few basic themes, for example, the same lighting model both with and without animation skinning. The number of possible combinations is huge and this is set to increase still further with the next generation of hardware. This will make shader management an important concern for game developers.
Climax has chosen to address this issue by developing a system in which we can write many small fragments of shader code. Fragments are stored in text files with an interface block and an implementation. These are then concatenated to create a large number of different combinations.
The emergence of High-Level-Shading-Languages has been vital in the development of this technology. They have allowed us to develop a simple format for the input files, making it straightforward to create new fragments. The fragment combiner then concatenates the fragments and passes the generated code to the compiler to generate efficient shaders.
One of the major advantages of this system is that it allows artists to create new effects by combining shader fragments without the need for programmer support. This is key to the design of Tomcat, our next-generation art tool, designed to specifically to match the needs of future console hardware.
Tomcat provides an environment for programmers to create and edit shader fragments. It also allows artists to quickly create different shader combinations, apply them to surfaces and to review the results in a single framework.
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