View Full Version : PS3 Performance?
kenneth9265
06-01-2005, 08:31 AM
How powerfull is the PS3?
What kind of graphics will we expect from 2nd or 3rd generation PS3 games?
How many polygon a sec will be produced in a avg PS3 game?
What does the power of the the PS3 says for the future of the PS4? what can we expect? :?
imported_The_One
06-01-2005, 08:58 AM
We do not know any specifics yet, it's best to read all the sticky threads and try to come up with your own conclusion (Mainly the one about the CELL and the Graphics sticky).
I also forsee that this thread will be locked :P.
shadowofomioc
06-01-2005, 09:02 AM
CPU: Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy total floating point performance: 218 GFLOPS
GPU: RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines
Sound: Dolby 5.1ch, DTS, LPCM, etc. (Cell-base processing)
Dot Operations Per Second : 15 Billion
Shader Operations Per Second : 150 billion
Memory
256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
System Bandwidth:
Main RAM: 25.6GB/s
VRAM: 22.4GB/s
RSX: 20GB/s (write) + 15GB/s (read)
SB: 2.5GB/s (write) + 2.5GB/s (read)
System Floating Point Performance: 2 TFLOPS
imported_The_One
06-01-2005, 09:06 AM
Note: The specs Shadow gave are "correct", but they are simply theoretical peaks and shouldn't be taken literally.
shadowofomioc
06-01-2005, 09:09 AM
True, but thats the officially released specs by Sony during the press conference, and by Nvidia.
Same goes for the Microsoft numbers. But ... really ... the only thing that Sony wasnt capable of pushing was their theoritical numbers for polygons with the PS2. Everything else came out as written.
This time around no polygon numbers, just FLOPS, Shader Ops and Dot Ops so who knows. Perhaps this is the real deal.
imported_The_One
06-01-2005, 09:12 AM
True, but thats the officially released specs by Sony during the press conference, and by Nvidia.
Same goes for the Microsoft numbers. But ... really ... the only thing that Sony wasnt capable of pushing was their theoritical numbers for polygons with the PS2. Everything else came out as written.
This time around no polygon numbers, just FLOPS, Shader Ops and Dot Ops so who knows. Perhaps this is the real deal. What I meant is, the FLOp/s figure is theoretical peak, which the devs will never get to utilize in real-time (No way will the PS3 have 2TFLOp/s of utilizable power). Same with the shader ops, cpiasminc explained in another thread that in reality, you'll only have around 75 billion shader ops instead of 100 billion.
Dot ops... I don't even know what that is :?: :roll:.
dantruon
06-01-2005, 01:04 PM
How powerfull is the PS3?
What kind of graphics will we expect from 2nd or 3rd generation PS3 games?
How many polygon a sec will be produced in a avg PS3 game?
What does the power of the the PS3 says for the future of the PS4? what can we expect? :?
hey welcome to the forum Kenneth, i see you are tired of the bias view on the pcvsconsole board.
I think you should expect alot of good graphic coming from the ps3 and especially the 3rd generation.
I think the Killzone 2 footage is achievable in the 2nd or 3rd gen.
rpgamer_2k5
06-01-2005, 02:36 PM
Since Killzone is a game demo, I expect it to come out at 2007 which seems like Gen 2 at the latest.
Fazares
06-01-2005, 10:18 PM
True, but thats the officially released specs by Sony during the press conference, and by Nvidia.
Same goes for the Microsoft numbers. But ... really ... the only thing that Sony wasnt capable of pushing was their theoritical numbers for polygons with the PS2. Everything else came out as written.
This time around no polygon numbers, just FLOPS, Shader Ops and Dot Ops so who knows. Perhaps this is the real deal. What I meant is, the FLOp/s figure is theoretical peak, which the devs will never get to utilize in real-time (No way will the PS3 have 2TFLOp/s of utilizable power). Same with the shader ops, cpiasminc explained in another thread that in reality, you'll only have around 75 billion shader ops instead of 100 billion.
Dot ops... I don't even know what that is :?: :roll:.
yes ,in the gpu you have alot of special purpose hardware that programmers cant use directly....but those are still 2tflops even if a bit virtual...all i know its that i never imagined ps3 would be so powerful... :shock:
i am so proud videogames are becoming so advanced...thanks sony...
i wonder what we would have in our hands if sega and nintendo were still the market leaders...
shadowofomioc
06-02-2005, 05:21 AM
I think Dot Operations is what they now use when they talk about particles. Cause particles are simple dots on the screen to display blood, tiny fantasy explosion effects ( kingdom hearts, final fantasy, etc. ), dust kicked up from cars, war games, etc.
Things like that. Thats my theory anyway.
cpiasminc
06-02-2005, 04:14 PM
Dot operations = dot products (AKA scalar products or commuted inner products).
Assuming maximum of 4-vectors, dot product is
<x,y,z,w> . <a, b, c, d> = ax + by + cz + dw
Most common geometric property of use is simply that you can get the orthogonal projection of one vector onto another. Most common numerical property of use is that it is always proportional to the cosine of the angle between. And like a typical product between scalars, it commutes, it associates, even in problems of fractional dimensionalities.
While dot products are a pretty widely applicable thing, this gen of consoles is the first I've heard of anybody using it as a performance metric. The GPU does vector ops quickly -- hooray, nothing new there.
Fazares
06-02-2005, 04:20 PM
Dot operations = dot products (AKA scalar products or commuted inner products).
Assuming maximum of 4-vectors, dot product is
<x,y,z,w> . <a, b, c, d> = ax + by + cz + dw
Most common geometric property of use is simply that you can get the orthogonal projection of one vector onto another. Most common numerical property of use is that it is always proportional to the cosine of the angle between. And like a typical product between scalars, it commutes, it associates, even in problems of fractional dimensionalities.
While dot products are a pretty widely applicable thing, this gen of consoles is the first I've heard of anybody using it as a performance metric. The GPU does vector ops quickly -- hooray, nothing new there.
i have understood everything,mate... :lol:
imported_Amadeus
06-02-2005, 11:48 PM
Dot operations = dot products (AKA scalar products or commuted inner products).
Assuming maximum of 4-vectors, dot product is
<x,y,z,w> . <a, b, c, d> = ax + by + cz + dw
Most common geometric property of use is simply that you can get the orthogonal projection of one vector onto another. Most common numerical property of use is that it is always proportional to the cosine of the angle between. And like a typical product between scalars, it commutes, it associates, even in problems of fractional dimensionalities.
*drool* . . .eh? :)
Damn you smart people. Isn't knowing advanced division enough for you?! :evil:
lip2lip
06-03-2005, 09:00 PM
How powerfull is the PS3?
Pretty powerful.
What kind of graphics will we expect from 2nd or 3rd generation PS3 games?
Not too terrible, actually.
How many polygon a sec will be produced in a avg PS3 game?
Many many many, on average.
What does the power of the the PS3 says for the future of the PS4? what can we expect? :?
So much, brother, so much.
:mrgreen:
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