Playstation 3 Specs?
<div class="IPBDescription">True or False?</div> Quote from WordofGod on Gaming-Age:
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"<b>http://www.fatbabies.com/phpbb/viewtopic.php?t=2792
Quote from Fatbabies forums:Hello,
It's the 18th of May 2003
I would like to apologise for being late with this report as I promised to publish it a couple of days ago. Legal wranglings pushed the date back.
Anyhow, I am proud to bring to you the Specs of the system which was shown to me in my behind closed doors special session with Sony at this years E3.
Without any further ramblings, let's get straight to it, here are the full specs of the prototype PS3 model which I was shown running -
Cell Chip
- MIPS VI-Subset
- 3 GHz (2.979 GHz)
- 256-bit Integer SIMD
- 256-bit Floating-Point SIMD
- 270KB Cache (165KB Instruction + 105KB Data)
- 250KB Scratch Pad RAM
- Co-Processor 1: FPX
- Floating Point Multiply Accumulator (FMAC) x 3
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Co-Processor 2: VU2
- Floating Point Multiply Accumulator (FMAC) x 5
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Vector Processing Unit: VUI
- Floating Point Multiply Accumulator (FMAC) x 9
- Floating Point Divider (FDIV) x 8
- 320KB Cache (160KB Instruction + 160KB Data)
- 7000 Dhrystone MIPS
- 60 GFLOPS
- Geometry:
- 970 Million Polygons per Second (Peak)
- 715 Million Polygons per Second (Lighting + Fog)
- 400 Million Polygons per Second (Nurbs + Ray Tracing)
- Image Processing Unit (IP1): MPEG4 Compressed Image Decoder
- 3000 Million Pixels per Second
- DMA: 25 channels
Graphics Synthesizer II (GSII)
- 400 MHz (398.647 MHz)
- 50 Pixel Pipelines
- 25.2 Gigapixels per Second (with texture)
- 11.7 Gigatexels per Second
- Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
- Perspective-Correct Texture Mapping
- Anti-Aliasing
- Bump Mapping
- Environment Mapping
- Ray Tracing
- Parametric Modelling
- 128-bit Color (RGBA)
- 128-bit Z Buffer
- 64MB Multiported Embedded DRAM
- 370.5 Gigabytes per Second eDRAM Bandwidth (200 GB/s in each direction)
- 105 Gigabytes per Second eDRAM Texture Bandwidth
- 2100 Million Particles per Second
- Polygon Drawing Rate:
- 1.02 Billion Polygons per Second (small polygon)
- 800 Million Polygons per Second (120-pixel quad with Z and Alpha)
- 550 Million Polygons per Second (200-pixel triangle with Z and Alpha)
- 420 Million Polygons per Second (170-pixel quad with Z, Alpha, and Texture)
- 150.86 Million Sprites per Second (75 x 75 pixel sprites)
Emotion Engine II to Graphics Synthesizer Bus
- 256 Bits Wide
- 400 MHz
- 9.3 Gigabytes per Second Bandwidth
Main Memory
- 512 Megabytes RAMBUS DRAM
- 64 Bits Wide (Dual Channel 32-bit)
- 900 MHz (1800 MHz Effective)
- 7000 Megabits per Second per Pin
- 30.9 Gigabytes per Second Bandwidth
Sound Chip
- 512 Voices
- 8MB Memory
- Supports Dolby 10.1, AC3, and DTS output
Storage
- 48x DVD-ROM
- DVD-16 Disc Format (20 Gigabytes+)
- 100GB HardDrive
Connectivity
- Broadband
- Infra-red Dual shock 3 Controllers</b>"
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Source: <a href='http://forums.gaming-age.com/showthread.php?s=&threadid=38188' target='_blank'>http://forums.gaming-age.com/showthread.ph...&threadid=38188</a>
What do you guys think?
-----------------------------------------------------------
"<b>http://www.fatbabies.com/phpbb/viewtopic.php?t=2792
Quote from Fatbabies forums:Hello,
It's the 18th of May 2003
I would like to apologise for being late with this report as I promised to publish it a couple of days ago. Legal wranglings pushed the date back.
Anyhow, I am proud to bring to you the Specs of the system which was shown to me in my behind closed doors special session with Sony at this years E3.
Without any further ramblings, let's get straight to it, here are the full specs of the prototype PS3 model which I was shown running -
Cell Chip
- MIPS VI-Subset
- 3 GHz (2.979 GHz)
- 256-bit Integer SIMD
- 256-bit Floating-Point SIMD
- 270KB Cache (165KB Instruction + 105KB Data)
- 250KB Scratch Pad RAM
- Co-Processor 1: FPX
- Floating Point Multiply Accumulator (FMAC) x 3
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Co-Processor 2: VU2
- Floating Point Multiply Accumulator (FMAC) x 5
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Vector Processing Unit: VUI
- Floating Point Multiply Accumulator (FMAC) x 9
- Floating Point Divider (FDIV) x 8
- 320KB Cache (160KB Instruction + 160KB Data)
- 7000 Dhrystone MIPS
- 60 GFLOPS
- Geometry:
- 970 Million Polygons per Second (Peak)
- 715 Million Polygons per Second (Lighting + Fog)
- 400 Million Polygons per Second (Nurbs + Ray Tracing)
- Image Processing Unit (IP1): MPEG4 Compressed Image Decoder
- 3000 Million Pixels per Second
- DMA: 25 channels
Graphics Synthesizer II (GSII)
- 400 MHz (398.647 MHz)
- 50 Pixel Pipelines
- 25.2 Gigapixels per Second (with texture)
- 11.7 Gigatexels per Second
- Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
- Perspective-Correct Texture Mapping
- Anti-Aliasing
- Bump Mapping
- Environment Mapping
- Ray Tracing
- Parametric Modelling
- 128-bit Color (RGBA)
- 128-bit Z Buffer
- 64MB Multiported Embedded DRAM
- 370.5 Gigabytes per Second eDRAM Bandwidth (200 GB/s in each direction)
- 105 Gigabytes per Second eDRAM Texture Bandwidth
- 2100 Million Particles per Second
- Polygon Drawing Rate:
- 1.02 Billion Polygons per Second (small polygon)
- 800 Million Polygons per Second (120-pixel quad with Z and Alpha)
- 550 Million Polygons per Second (200-pixel triangle with Z and Alpha)
- 420 Million Polygons per Second (170-pixel quad with Z, Alpha, and Texture)
- 150.86 Million Sprites per Second (75 x 75 pixel sprites)
Emotion Engine II to Graphics Synthesizer Bus
- 256 Bits Wide
- 400 MHz
- 9.3 Gigabytes per Second Bandwidth
Main Memory
- 512 Megabytes RAMBUS DRAM
- 64 Bits Wide (Dual Channel 32-bit)
- 900 MHz (1800 MHz Effective)
- 7000 Megabits per Second per Pin
- 30.9 Gigabytes per Second Bandwidth
Sound Chip
- 512 Voices
- 8MB Memory
- Supports Dolby 10.1, AC3, and DTS output
Storage
- 48x DVD-ROM
- DVD-16 Disc Format (20 Gigabytes+)
- 100GB HardDrive
Connectivity
- Broadband
- Infra-red Dual shock 3 Controllers</b>"
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Source: <a href='http://forums.gaming-age.com/showthread.php?s=&threadid=38188' target='_blank'>http://forums.gaming-age.com/showthread.ph...&threadid=38188</a>
What do you guys think?
Comments
Yup.
You say that 50million PS2's sold is little?
But I hope you don’t think that they just take all the money from what they earned from PS2. I think they take money from what they HAVE to. But it will not be so damn expensive to make so they need all the money from what they earned from PS2.
But of course, this info is not official. So it can be fake.
I'm sorry but that is probably one of the most un thought out comments I have ever heard. How do you come to that conclusion?
First off, if Sony showed them the system, he would probably have to sign an NDA - and by posting that info it would be punishable by time in jail and hefty fines.
secondly, Sony would probably go for something a little less powerful to get more cost-efficient. 3ghz processors are like what, close to a 2, 3 grand? The PS2 also had diddly for memory...but it had a 2gb bandwidth pipe for ram transfer so it made up. And Sony would *again* include some format to make all PS games playable.
Third, companies don't give EXCLUSIVES to one person. A magazine crew, maybe, but not a person.
and also... ps2 is still selling check the figures why would they even make a new console when one is selling fast.. i mean honeslty the ps1 was d when the ps2 came out... but ps2 is selling fast still...
i deem this FALSE to the best of my knowledge (which isnt much)
3Ghz in 2005 could very well be considered slow, not to mention the number of polys video cards will be pushing by then, and hard drives? I woulnd't be surprised if we maybe saw a 1 Teraflop by the time the PS3 is released.
Considering they have to plan all this stuff out way before even a prototype is made, then test it, then retest it, then get customer input, then develop a SDK, then get some games made for it, then test those, the technology they use will be set in stone almost a year before the frikin thing is even released!
Until they develop a console that lets you swap out parts as easily as memory cards and still maintain compatability, then consoles will always pale compared to PCs. And really, if you could swap out parts that easy, you could do the same with a PC for 1/2 the price and twice the time. Nice trade off IMHO.
and also... ps2 is still selling check the figures why would they even make a new console when one is selling fast.. i mean honeslty the ps1 was d when the ps2 came out... but ps2 is selling fast still...
i deem this FALSE to the best of my knowledge (which isnt much) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's a non-disclosure agreement. Basically if you break it they break you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and also... ps2 is still selling check the figures why would they even make a new console when one is selling fast.. i mean honeslty the ps1 was d when the ps2 came out... but ps2 is selling fast still...
i deem this FALSE to the best of my knowledge (which isnt much) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ok this is real simple. you dont design a next gen console once the previous console is dying. You take years of research and developement to not only debug the prototypes but to find the most cost effective methods to make them. it is 100% true the ps3 is in development and it has been for quite some time. Also it is true that it wont come out for a few years. It is also true that sony has previously said that it wont be released for years since the ps2 still has several more years of life left in it. Just because the ps2 is still strong is no reason to slack off on the next gen. This preplaning will put them well ahead of competition, as well as plenty of time to learn ways to reduce the cost of the system, because as was said, it sounds like it will cost 2k. With a few years to plan they can easily lower the cost and production costs.
God what a stupid word
Well you known HL1 is still off the charts and there making HL2.
Thats because Valve (how do the caps go again?) is a somewhat... Charitable developer.
TenSix, Consoles will always be better then PC's for one simple reason: Ease of use. You pop in a disc, you load the game and you play. No installing, no fooling around with save's, no nonsense. Not to mention the games will ALWAYS be 100% compatible with your friends Console, regardless. I buy a game for my PS2 and it will run on my friends PS2 with EXACTLY the same performance. PC's might be able to upgrade, but a processor and a mobo can cost up to the cost of one console. I bought my PS2 for 300$, it doubles as both a DVD player and a game system. I got my computer for about 1500$ four years ago, and now I have to upgrade it. Even if I hadn't upgraded from PSX to PS2, I could still play good games on my PSX. Now I can barely run any fun games, as they've all become extinct for low-enders.
God what a stupid word<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And more importantly it's totaly useless.
If a company use FLOPS then you can count on that they are using the most simple/fastest floating point operation they could find and calculated at peak performance. It's fairy dust numbers. The kind that leaves you with a sour taste in your mouth the next day wondering what the ---- you spent that money on.
As for this
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 256-bit Integer SIMD
- 256-bit Floating-Point SIMD
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Can anyone tell me what they are talking about? The only SIMD I know of is Single Instruction stream Multiple Data stream and though I would guess that you could say that some grafic cards work on the SIMD principle 256 bit seems a bit much.
PC's will always be better for than consoles for many reasons, one of the biggest ones being mod support (I don't think I need to go into that one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ), one of the others being that the PC gets just plain better games than consoles do, even if a port is made it still sucks in comparison to the PC version. Not only that, but the next version of Windows will emulate the console "pop in a disc and play" ease of use, and they <i>might actually get it right!</i> A few years ago PCG had a "State of the PC union" Article with over a hundred completly valid reasons that the PC market is still going strong and the huge advantages it has over consoles, 95% of which still stand. Aside from that, I'm afraid of what Longhorn (code name of the new version of windows coming in 04) will do to online gaming, imagine the influx of retards that we will get because they can all suddenly be able to play a game without installing it (which is too much for most of them), its going to be horrible! Unless of course the PS3 comes in and destroys the PC market and we all end up playing crappy fighting games with a 14 button gamepad for the rest of our miserable lives that is.
Uh? Console games are much more harder to than PC games, that why consoles games have more quality than PC games. Of course some of the PC games have good quality, just look at Half-Life II but consoles will always have the best games to give.
But games like Soldier of Fortune have NO quality. Why do they just develop games like that? And I hate when they port games to the consoles, must be the worst about consoles. I mean, look at SOF to PS2.
Same with the PS2.
theyre jsut different, man, no argument about it.