Quote Originally Posted by Donely View Post
Haideti sa nu mai fim iuti la manie cum se spune. @GeOKeR cam are dreptate in ce afirma. PS3 inca nu a scos artileria grea ca sa zic asa. NU are rost sa va certati care este mai buna dintre ele, pentru ca fiecare are partile ei bune. Ar fi bine daca toti am avea banii necesari sa cumparam pe ambele si sa ne bucuram de ele.

PS. @SpitFire este un tip super numai ca se aprinde el repede cand e vb de X360.
Nu prea are ce artilerie grea sa mai scoata, uita-te si tu la specificatiile GPU-ului din PS3 sa vezi cat e de slab fata de cel de pe xbox 360. Nu mai au ce sa faca mai mult. RSX-ul e mai slab decat mi-am imaginat.

Quote Originally Posted by Raskolnikov1944 View Post
Domle, daca nu aduci argumente clare si palpabile mai lasa-ne cu afirmatii de genul asta. Detin ambele console, am jocuri in dublura atat pe PS3 cat si X360. Pe ce te bazezi tu cand spui cu atata fermitate ca grafica xbox e mai buna? Da-ne niste linkuri cu specificatii tehnice, review-uri serioase si lasa-ne pe noi sa decidem. Asa oricine poate sa faca reviews la orice. Ma apuc sa zic si eu ca BMW e mai bun decat Mercedes. De ce? D'aia!!! - ceva de genul ai facut tu.
Poftim specificatii tehnice:


Nintendo Wii (2006)


IBM Broadway 729MHz
256KB L2
2.9 GFLOPS
1.9 GB/s Bus
ATI Hollywood 243MHz
975M Texels/Sec
3MB Buffer (27.3 GB/s)
7.9 GB/s Memory
24MB (3.9 GB/s)
64MB (4 GB/s)
512MB Flash
8.5GB Optical Discs


PS3 (2006)


Cell 3.2GHz
1 Main Core
512KB L2
7 Auxiliary SIMD Units
1.75MB Local Memory
217.6 GFLOPS
25.6 GB/s Memory
NVIDIA RSX 500MHz
24 Pixel Pipelines
8 Vertex Pipelines
250M Polygons/Sec
12G Texels/Sec
8G Samples/Sec
20.8 GB/s Memory
256MB (25.6 GB/s)
256MB (20.8 GB/s)
20-80GB HDD
2x Blu-ray (72Mbps)


Xbox 360 (2005)


IBM Xenon 3.2GHz
Three Cores
1MB Shared L2
115.2 GFLOPS
21.6 GB/s Interface
ATI Xenos
500MHz
48 Unified Pipelines
500M Polygons/Sec
8G Texels/Sec
16G Samples/Sec
10MB Buffer (256 GB/s)
22.4 GB/s Memory
512MB (22.4 GB/s)
20-120GB HDD
12x DVD (133Mbps)

Si mai detaliat daca vrei:

Xbox 360 Vs PS3: GPU Specs

Core Clock Frequency
Xbox 360 - 500 MHz
PS3 - 500 MHz

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing (Vertex ALU x Clock / 4)
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

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 - 16.0 Billion Pixels/sec

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 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

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

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 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 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 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