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Console Comparison Chart- can't deny the facts

Console

Xbox

Game cube

Playstation 2

Dreamcast

Processor Clock frequency

733 MHz

485 MHz

294.912 MHz

200 MHz

Main Processor

Custom-designed chip, developed by Microsoft and nVidia

Microprocessor Unit:

Custom IBM Power PC "Gekko"

Emotion Engine

PowerVR Series 2

Internal Data Precision

32-bit integer & 32-bit floating-point

32-bit Integer & 64-bit floating-point

I dunno

I dunno

External Bus

6.4GB/sec

1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)

I dunno

I dunno

Internal Cache

L1: Instruction 32KB, Data 32KB; L2: 128KB

L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)

Instruction: 16KB, Data: 8KB + 16 K(ScrP)

24KB L1 cache

Embedded Frame Buffer

64MB UMA

Approx. 2MB sustainable latency: 6.2ns (1T-SRAM)

4MB or something I dunno

I dunno

Embedded Texture Cache

64MB UMA

Approx. 1MB sustainable latency: 6.2ns (1T-SRAM)

I dunno

I dunno

Texture Read Bandwidth

6.4GB/sec peak

10.4GB/second (Peak)

I dunno

I dunno

Main Memory Bandwidth

6.4 GB/sec bus

2.6 GB/second (Peak)

3.2 GB/second

800 MB/second

Pixel Depth

32-bit color and Z-buffer

24-bit color and Z-buffer

24-bit color

24-bit color and Z-buffer

Image Processing Functions

Programmable vertex and pixel shaders, fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression (S3TC)

Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.

 

Fog, Curved Surface Generation, Lighting

Perspective-Correct Texture Mapping
Point, Bilinear, Trilinear and Anisotropic Mip-map filtering, Gouraud shading, Z-buffer, Colored light sourcing, Full scene anti-aliasing, 16.7 million colors, Hardware based, fog, bump mapping, and texture compression, Shadow and light volumes, Super sampling

System Floating-point Arithmetic Capability

120 GFLOPS

10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

6.2 GFLOPS

1.4 GFLOPS

Instructions Per Second

Over 1 Trillion

925 million

30 million

360 million

Real-world polygon

116.5 million (using strips), so 116.5 vertices/sec

6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)

2 million to 4 million polygons/second (assuming actual game conditions with complex models, fully textured, fully lit, ect.)

3 million to 6 million polygons/second (assuming actual game conditions with complex models, fully textured, fully lit, ect.)

Total System Memory

64MB

40MB

32MB

26MB

Main Memory

200MHz DDR SDRAM (400MHz effective)

24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency

32 MB Direct Rambus (Direct RDRAM)

16 MB main operation RAM

Memory

64 MB

40 MB, Instruction 32KB, Data 32KB (8 way), 256KB (2 way)

32MB, 16KB instruction, 8KB + 16KB (ScrP) cache

16 MB main operating RAM, 8 MB video RAM (VRAM), 2 MB sound RAM, 128KB Flash RAM

Memory bandwidth

6.4 GB/sec

2.6 GB/sec

3.2GB/sec

800+ Mb/second bus bandwidth

Graphics Processor

233 MHz

202.5 MHz

147.456 MHz

101.25 MHz

Simultaneous textures

4

I dunno

1

I dunno

Pixel fill rate with no texture

4 G/sec

648Mpixels/sec (assuming four pixel pipes)

2.4 G/sec

I dunno

Pixel fill rate with one texture

4 G/sec

I dunno

1.2 G/sec

I dunno

Pixel fill rate with two textures

4 G/sec

I dunno

0.6 G/sec

I dunno

Texture compression

6:1

ST3C compressed textures (6:1)

No texture compression

4:1

Storage media

2-5x DVD, 8 GB hard drive, 8 Mb memory card

3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity

4x DVD, 8MB memory card

GD-ROM 1 GB storage, 12x speed

Controller ports

4

4

2

4

Memory Card Slots

2 per controller, for a total possible of 8

2

2

2 per controller, for a total possible of 8

Other Ports

Ethernet 10/100

2 High-Speed Serial Ports High-Speed Parallel Port

USB, 1394, PCMCIA

Expansion port

Sound Related Functions

Sound Processor

nVidia MCPX

custom Macronix 16-bit DSP

Custom Sony SPU2+CPU

Yamaha Super Intelligent Sound Processor

Clock Frequency

multiple clocks (three DSP cores)

81 MHz

36 MHz

81 MHz

Performance

256 simultaneous channels

64 simultaneous channels, ADPCM encoding

48

64

Sampling Frequency

48KHz

48KHz

48KHz

48KHz

3D audio

64 3D channels

No

No 3D audio

Full 3D sound support

Other audio

MIDI + DLS support, Hardware audio filtering and EQ

No

MIDI + DLS support

Hardware-based audio compression, DSP for real-time effects

Online

Broadband included, Xbox Live sold separate

Network adapter sold separate (dial-up and Broadband)

Network Adapter sold separate (dial-up and Broadband)

56k modem, web browser, 50 ft phone cord included, broadband sold separate

DVD movie playback

Remote accessory required

No DVD movie playback

Remote accessory optional

No DVD movie playback

HDTV support

Movie and game

No

Movie support only

No

Maximum resolution

1920x1080

640x480

1280x1040

640x480

Resolution in Games

640x480

640x480

320x240 for most games, sometimes 640x480

640x480

Approx. Dimensions

12.5L x 10.5W x 3.5H inches

4.3"(H)

5.9"(W)

6.3"(D)

3.2"(H)

12"(W)

7.25"(D)

Width: ~31cm
Depth: ~27cm
Height: ~10cm

Date launched in USA

11/15/2002

11/18/2002

October 2000

9/9/1999