La PS3 a l'avantage et terme de GPU et CPU mais le développement est plus compliqué mais plus complet contrairement a la 360.
PS3 = RSX + OpenGL (Pas limité aux effets DX9 puisque Open Source = Évolutif)
360 = Xenos + DirectX 9 (Upgrade DX 10, 10.1 et 11 impossible)
PS3 Wins
NVIDIA RSX
550MHz Core
300 Million Transistors
136 Shader Operations per Cycle
Independent Pixel/Vertex Shaders
256MB GDDR3 RAM at 22.4GB/sec
External Link to CPU at 35GB/sec (20GB/sec write + 15GB/sec read)
1920x1080 Maximum Resolution
Based on that, I'll make some guesses to the number of pipelines and ALUs.
24 Pixel Pipelines (2 Vector + 2 Scalar + 1 Texture ALUs)
8 Vertex Pipelines (1 Vector + 1 Scalar ALUs)
(24 x 5) + (8 x 2) = 136
550MHz x 96 = 52.8 Billion Pixel Shader Ops/Sec
550MHz x 24 = 13.2 Billion Texture Address Ops/Sec
550MHz x 16 = 8.8 Billion Vertex Shader Ops/Sec
Current PC graphic chips have a similar layout, so let's compare the raw numbers (pipelines, shaders operations, etc.) to ATI Radeon X800.
ATI Radeon X800/X850 (540MHz / 1180MHz)
16 Pixel Pipelines (2 Vector + 2 Scalar + 1 Texture ALUs)
6 Vertex Pipelines (1 Vector + 1 Scalar ALUs)
92 Shader Operations per Cycle
256MB GDDR3 RAM at 37.76GB/sec
External Link to CPU at 8GB/sec (4GB/sec write + 4GB/sec read)
(16 x 5) + (6 x 2) = 92
540MHz x 64 = 34.56 Billion Pixel Shader Ops/Sec
540MHz x 16 = 8.64 Billion Texture Address Ops/Sec
540MHz x 12 = 6.48 Billion Vertex Shader Ops/Sec
Mais en terme de qualité visuelle ils sont égaux.