
But yes, I defo' feel that the X360 is more towards to FPS multiplayer games! But thats a good thing, for some
| Xbox 360 |
PS3 |
|
| Triangle Setup |
500 Million Triangles/sec | 250 Million Triangles/sec |
| Vertex Shader Processing |
6.0 Billion Vertices/sec (using all 48 Unified Pipelines) 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines) 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines) 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines) |
1.0 Billion Vertices/sec |
| Filtered Texture Fetch | 8.0 Billion Texels/sec | 12.0 Billion Texels/sec |
| Vertex Texture Fetch | 8.0 Billion Texels/sec | 4.0 Billion Texels/sec |
| Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock) | 24.0 Billion Pixels/sec (using all 48 Unified Pipelines) 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines) 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines) 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines) |
16.0 Billion Pixels/sec |
| Pixel Shader Processing without Textures (Pixel ALU x Clock) | 24.0 Billion Pixels/sec (using all 48 Unified Pipelines) 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines) 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines) 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines) |
24.0 Billion Pixels/sec |
| Multisampled Fill Rate | 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz) | 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz) |
| Pixel Fill Rate with 4x Multisampled Anti-Aliasing | 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4) | 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4) |
| Pixel Fill Rate without Anti-Aliasing | 4.0 Billion Pixels/sec (8 ROPS x 500MHz) | 4.0 Billion Pixels/sec (8 ROPS x 500MHz) |
| Frame Buffer Bandwidth | 256.0 GB/sec (dedicated for frame buffer rendering) | 20.8 GB/sec (shared with other graphics data: textures and vertices) 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices) 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices) |
| Texture/Vertex Memory Bandwidth | 22.4 GB/sec (shared with CPU) 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU) 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU) |
20.8 GB/sec (shared with frame buffer) 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer) 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer) |
| Shader Model | Shader Model 3.0+ / Unified Shader Architecture | Shader Model 3.0 / Discrete Shader Architecture |
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