"I think PS3 will almost certainly be slower and less powerful," says graphics guru Richard Huddy (ati dev relations mgr); backwards-compatibility explained.
Huddy also dispels the notion of the PlayStation 3's higher graphics clock speed (550MHz versus the 360's 500MHz) means that Sony's console will outperform the Xbox 360. He believes that its ATI's unified pipeline that will make the biggest difference between the Xbox 360 and PS3. ATI archrival Nvidia, who is providing the RSX graphics processor for the PS3, has chosen not to go the route of a unified pipeline
interesting stuff.. article
some more intersting comments:
"?I?m really impressed,? he commented, ?It?s way better than I would have expected at this point in the history of 3D graphics. The unified shader architecture alone is capable of giving a performance increase of a factor of nearly two over the hardware that we have in PCs today."
By now, you?d have to have been hidden under a rock to have avoided learning the details of the ATI graphics that power the 360, dubbed Xenos. 10MB of Embedded DRAM provide enough of a buffer to enable all 360 games to have Anti-Aliasing switched on, effectively for no performance hit. The question on everyone?s lips is: is this something that?s going to turn up on the PC any time soon?
?I?d be very surprised if these hardware features were implemented on the PC any time soon,? we?re told. ?Microsoft has a very specific revision of DirectX (or Windows Graphics Foundation) for Xbox 360, just as they did with Xbox 1. DirectX for the PC includes no hardware specific instructions, because DirectX has to be 10 times more generic to work on a PC platform and the myriad of hardware configurations. I don?t think it will happen."
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Huddy also dispels the notion of the PlayStation 3's higher graphics clock speed (550MHz versus the 360's 500MHz) means that Sony's console will outperform the Xbox 360. He believes that its ATI's unified pipeline that will make the biggest difference between the Xbox 360 and PS3. ATI archrival Nvidia, who is providing the RSX graphics processor for the PS3, has chosen not to go the route of a unified pipeline
interesting stuff.. article
some more intersting comments:
"?I?m really impressed,? he commented, ?It?s way better than I would have expected at this point in the history of 3D graphics. The unified shader architecture alone is capable of giving a performance increase of a factor of nearly two over the hardware that we have in PCs today."
By now, you?d have to have been hidden under a rock to have avoided learning the details of the ATI graphics that power the 360, dubbed Xenos. 10MB of Embedded DRAM provide enough of a buffer to enable all 360 games to have Anti-Aliasing switched on, effectively for no performance hit. The question on everyone?s lips is: is this something that?s going to turn up on the PC any time soon?
?I?d be very surprised if these hardware features were implemented on the PC any time soon,? we?re told. ?Microsoft has a very specific revision of DirectX (or Windows Graphics Foundation) for Xbox 360, just as they did with Xbox 1. DirectX for the PC includes no hardware specific instructions, because DirectX has to be 10 times more generic to work on a PC platform and the myriad of hardware configurations. I don?t think it will happen."
Link