QUOTE
Final PS3 specs:
* HDD (Of 20 or 60GB capacity) includes in every SKUs.
* 4 USB ports
* BDR drive speed: 2X for BRD-ROM 8X for DVD-ROM
* Free online play.
* The only model available will be the black one.
* The Controller will have a Tilt Sensor and it won't feature the Rumble function.
* Price
o USD499 for the 20GB HDD SKU: no HDMI, no memory card, no WiFi
o USD599 for the 60GB HDD SKU: 1 HDMI connector
http://www.scei.co.jp/corporate/release/pdf/060509ae.pdf
Official Media:
The controller (A Wireless DS2)
http://www.scee.presscentre.com/imagelibra...DetailsID=28993
No vibration in the new controller
The Console:
http://www.scee.presscentre.com/imagelibra...DetailsID=28995
http://www.scee.presscentre.com/imagelibra...DetailsID=28999
http://www.scee.presscentre.com/imagelibra...DetailsID=29000
http://www.scee.presscentre.com/imagelibra...DetailsID=29001
http://www.scee.presscentre.com/imagelibra...DetailsID=28994
Conforence Coverage:
http://www.joystiq.com/2006/05/08/engadget...tation-3-e3-ev/ (with screenshots)
http://www.gamespot.com/ (free video streaming)
* HDD (Of 20 or 60GB capacity) includes in every SKUs.
* 4 USB ports
* BDR drive speed: 2X for BRD-ROM 8X for DVD-ROM
* Free online play.
* The only model available will be the black one.
* The Controller will have a Tilt Sensor and it won't feature the Rumble function.
* Price
o USD499 for the 20GB HDD SKU: no HDMI, no memory card, no WiFi
o USD599 for the 60GB HDD SKU: 1 HDMI connector
http://www.scei.co.jp/corporate/release/pdf/060509ae.pdf
Official Media:
The controller (A Wireless DS2)
http://www.scee.presscentre.com/imagelibra...DetailsID=28993
No vibration in the new controller
QUOTE
Pursuant to the introduction of this new six-axis sensing system, the vibration feature that is currently available on DUALSHOCK® and DUALSHOCK®2 controllers for PlayStation and PlayStation®2, will be removed from the new PS3 controller as vibration itself interferes with information detected by the sensor.
http://www.scei.co.jp/corporate/release/pdf/060509be.pdfThe Console:
http://www.scee.presscentre.com/imagelibra...DetailsID=28995
http://www.scee.presscentre.com/imagelibra...DetailsID=28999
http://www.scee.presscentre.com/imagelibra...DetailsID=29000
http://www.scee.presscentre.com/imagelibra...DetailsID=29001
http://www.scee.presscentre.com/imagelibra...DetailsID=28994
Conforence Coverage:
http://www.joystiq.com/2006/05/08/engadget...tation-3-e3-ev/ (with screenshots)
http://www.gamespot.com/ (free video streaming)
QUOTE
Known Specifications: Wikipedia
* Processors:
o IBM PowerPC CPU "Broadway":
+ Has been recently completed
o ATI GPU "Hollywood":
* Supposedly "one development source we spoke to had this to say of the Revolution CPU and GPU: "Basically, take a GameCube, double the clock rate of the CPU and GPU and you're done." source: [17]
* Memory:
o 88 MB 1T-SRAM by MoSys
o 512 MB built-in expandable flash memory
o 16 MB DRAM or D-RAM
* Ports and peripherals:
o Two USB 2.0 ports.
o Wireless controllers.
o Possibly a single proprietary output for video and audio.
o 4 × Nintendo GameCube controller ports and 2 × Nintendo GameCube memory card ports (for compatibility).
o Optional USB PC-compatible 802.11b wireless router.
* Media:
o Slot loading optical disc drive compatible with both 12 cm and 8 cm proprietary optical discs (again, for GameCube compatibility) as well as standard DVD discs. The proprietary optical discs will hold 4.7 GB (single layered) and 8.5 GB (double layered).
o 2 × front loading SD memory card slots.
o Nintendo has announced that the Revolution will have a content ratings system in its console, having age restrictions as follows: PEGI 3+, 7+, 12+, 16+,18+, and ESRB EC, E, E10+, T, M, and AO.
* Networking:
o Wi-Fi by the Broadcom Corporation:
+ Built-in 802.11b & 802.11g support.
o No Ethernet port built-in, though Iwata has mentioned that a USB-attachment Ethernet port peripheral will be released, though no further information is known.
* Final version will be smaller than the presented Eł prototype, which is "about the size of three stacked standard DVD cases" (as quoted from the conference).

* Processors:
o IBM PowerPC CPU "Broadway":
+ Has been recently completed
o ATI GPU "Hollywood":
* Supposedly "one development source we spoke to had this to say of the Revolution CPU and GPU: "Basically, take a GameCube, double the clock rate of the CPU and GPU and you're done." source: [17]
* Memory:
o 88 MB 1T-SRAM by MoSys
o 512 MB built-in expandable flash memory
o 16 MB DRAM or D-RAM
* Ports and peripherals:
o Two USB 2.0 ports.
o Wireless controllers.
o Possibly a single proprietary output for video and audio.
o 4 × Nintendo GameCube controller ports and 2 × Nintendo GameCube memory card ports (for compatibility).
o Optional USB PC-compatible 802.11b wireless router.
* Media:
o Slot loading optical disc drive compatible with both 12 cm and 8 cm proprietary optical discs (again, for GameCube compatibility) as well as standard DVD discs. The proprietary optical discs will hold 4.7 GB (single layered) and 8.5 GB (double layered).
o 2 × front loading SD memory card slots.
o Nintendo has announced that the Revolution will have a content ratings system in its console, having age restrictions as follows: PEGI 3+, 7+, 12+, 16+,18+, and ESRB EC, E, E10+, T, M, and AO.
* Networking:
o Wi-Fi by the Broadcom Corporation:
+ Built-in 802.11b & 802.11g support.
o No Ethernet port built-in, though Iwata has mentioned that a USB-attachment Ethernet port peripheral will be released, though no further information is known.
* Final version will be smaller than the presented Eł prototype, which is "about the size of three stacked standard DVD cases" (as quoted from the conference).
QUOTE
Xbox 360 Hardware specifications
Specifications are also available at the official Xbox 360 website.[16]
The central processing unit (CPU), named Xenon (Microsoft) or Waternoose (IBM) is a custom IBM triple-core PowerPC-based design.[17]
* 90 nm process, 165 million transistors, 65 nm process SOI revision in 2007 [18]
* Three symmetrical cores, each one SMT-capable and clocked at 3.2 GHz
* One VMX-128 (IBM's branding for AltiVec) SIMD unit per core
* 128×128 register file for each VMX unit
* 1 MB L-2 cache (lockable by the GPU) running at half-speed (1.4 GHz) with a 128bit bus
* 34 gigabytes per second of L-2 memory bandwidth (256bit x 100 MHz)
* dot product performance: 9.1 billion per second
* 98 GFLOPS theoretical peak performance
* ROM storing Microsoft private encrypted keys
The "Xenos" graphics processing unit (GPU) is a custom chip designed by ATI. (Developed under the name "C1", sometimes "R500")[19] The chip contains two separate silicon dies: the parent GPU and the daughter eDRAM.
* 315 million transistors total
* 500 MHz parent GPU (90 nm TSMC process, 235 million transistors)
* 300 MHz 10 MB daughter embedded DRAM framebuffer (90 nm process, 50 million transistors)
o NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing.
o 7 Render Output units
* 48-way parallel floating-point dynamically-scheduled shader pipelines
o 3 groups of 16 arithmetic logic units
o 1 ALU per fragmentpipe for vertex or pixel shader processing
o Unified shader architecture (This means that each pipeline is capable of running either pixel or vertex shaders.)
o Support for DirectX 9.0 Shader Model 3.0, support for future Windows Graphics Foundation 2.0 shader models
o 2 Shader operations per pipe per cycle
o 40 Shader operations per cycle across the entire shader array
o Shader performance: 48 billion (48,000 million) shader operations per second (96 shader operations x 500 MHz)
* 14 Filtered & 16 unfiltered texture samples per clock
* Maximum polygon performance: 500 million triangles per second
* Texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
* Pixel fillrate: 4 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA) or 1 gigapixel per second without multisample anti aliasing (8 ROPs x 500 MHz)
* Dot product operations: 24 billion per second or 33.6 billion per second theoretical maximum when summed with CPU operations
* 1 TFLOPS theoretical peak performance of CPU and GPU combined
Memory
* 512 MB 700 MHz GDDR3 (1400 MHz effective) RAM (Total system memory is shared with the GPU via the unified memory architecture.)
The system bandwidth comprises:
* 22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)
* 256 GB/s eDRAM internal logic to eDRAM internal memory bandwidth
* 32 GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)
* 21.6 GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)
* 1 GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)
Audio
* All games must support at least six channel (5.1) Dolby Digital surround sound
* Support for 48 kHz 16-bit audio
* 320 independent decompression channels
* 32 bit processing
* 256+ audio channels
* No voice echo to game players on the same Xbox console; voice goes only to remote consoles
* Voice communication is handled by the console, not by the game code. This allows players to communicate online even if they are playing different games.
* Uses XMA codec (based on WMA Pro)
Video
All games are required to support a 16:9 aspect ratio, and a HD resolution of 720p with 2x full scene anti-aliasing enabled. The GPU can crossconvert the native 720p to other display resolutions (including 480i SDTV and 480p) and dynamically crop or scale 16:9 to fit 4:3 screens. Some games will optionally support 1080i and 480p native rendering, instead of rendering at a fixed 720p resolution and then crossconverting.

My words On :Specifications are also available at the official Xbox 360 website.[16]
The central processing unit (CPU), named Xenon (Microsoft) or Waternoose (IBM) is a custom IBM triple-core PowerPC-based design.[17]
* 90 nm process, 165 million transistors, 65 nm process SOI revision in 2007 [18]
* Three symmetrical cores, each one SMT-capable and clocked at 3.2 GHz
* One VMX-128 (IBM's branding for AltiVec) SIMD unit per core
* 128×128 register file for each VMX unit
* 1 MB L-2 cache (lockable by the GPU) running at half-speed (1.4 GHz) with a 128bit bus
* 34 gigabytes per second of L-2 memory bandwidth (256bit x 100 MHz)
* dot product performance: 9.1 billion per second
* 98 GFLOPS theoretical peak performance
* ROM storing Microsoft private encrypted keys
The "Xenos" graphics processing unit (GPU) is a custom chip designed by ATI. (Developed under the name "C1", sometimes "R500")[19] The chip contains two separate silicon dies: the parent GPU and the daughter eDRAM.
* 315 million transistors total
* 500 MHz parent GPU (90 nm TSMC process, 235 million transistors)
* 300 MHz 10 MB daughter embedded DRAM framebuffer (90 nm process, 50 million transistors)
o NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing.
o 7 Render Output units
* 48-way parallel floating-point dynamically-scheduled shader pipelines
o 3 groups of 16 arithmetic logic units
o 1 ALU per fragmentpipe for vertex or pixel shader processing
o Unified shader architecture (This means that each pipeline is capable of running either pixel or vertex shaders.)
o Support for DirectX 9.0 Shader Model 3.0, support for future Windows Graphics Foundation 2.0 shader models
o 2 Shader operations per pipe per cycle
o 40 Shader operations per cycle across the entire shader array
o Shader performance: 48 billion (48,000 million) shader operations per second (96 shader operations x 500 MHz)
* 14 Filtered & 16 unfiltered texture samples per clock
* Maximum polygon performance: 500 million triangles per second
* Texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
* Pixel fillrate: 4 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA) or 1 gigapixel per second without multisample anti aliasing (8 ROPs x 500 MHz)
* Dot product operations: 24 billion per second or 33.6 billion per second theoretical maximum when summed with CPU operations
* 1 TFLOPS theoretical peak performance of CPU and GPU combined
Memory
* 512 MB 700 MHz GDDR3 (1400 MHz effective) RAM (Total system memory is shared with the GPU via the unified memory architecture.)
The system bandwidth comprises:
* 22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)
* 256 GB/s eDRAM internal logic to eDRAM internal memory bandwidth
* 32 GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)
* 21.6 GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)
* 1 GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)
Audio
* All games must support at least six channel (5.1) Dolby Digital surround sound
* Support for 48 kHz 16-bit audio
* 320 independent decompression channels
* 32 bit processing
* 256+ audio channels
* No voice echo to game players on the same Xbox console; voice goes only to remote consoles
* Voice communication is handled by the console, not by the game code. This allows players to communicate online even if they are playing different games.
* Uses XMA codec (based on WMA Pro)
Video
All games are required to support a 16:9 aspect ratio, and a HD resolution of 720p with 2x full scene anti-aliasing enabled. The GPU can crossconvert the native 720p to other display resolutions (including 480i SDTV and 480p) and dynamically crop or scale 16:9 to fit 4:3 screens. Some games will optionally support 1080i and 480p native rendering, instead of rendering at a fixed 720p resolution and then crossconverting.
Xbox 360 : Is for gamer who can't wait to play Next-Generation, like 2.75G Phone (EDGE), not fully 3G
PS3 : It have it all, but expensive and stupid 499USD set.
Wii : For everyone, grandpa,grandma, baby, serious gamer. FUN + addictive.
This post has been edited by yikyeou: May 13 2006, 10:37 AM
May 13 2006, 10:36 AM, updated 20y ago
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