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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 |
Hardware Summary
Overall
Xbox easily is the best hardware, and it shows in the games.
Game Cubes polygon performance is quite a bit lower than Xboxs, but it has most of the special effects Xbox has. Game Cubes graphics can compete with Xbox in some games.
Playstation 2s graphics dont even come close to Xbox or Game Cubes. It definitely shows in games, jagged edges, poor lighting if any, no realism to the graphics, or gameplay due to bad special features built into the graphics chip. The overall hardware is actually worse than Dreamcast! Graphics should be improving over time, not disproving! PS2 isn't a next generation system.
Dreamcast doesnt deliver to many more polygons/sec than PS2, but has way more special effects built in. It shows in games that Dreamcast is definitely better than PS2.
- Xbox
- Game Cube
- Dreamcast
- Playstation 2
Last updated on
Best Overall Hardware Ranking
1. Xbox
2. Game Cube
3. Dreamcast
4. Playstation 2
Fastest Loading Times
1. Xbox, Game Cube
3. Dreamcast
4. Playstation 2
Due to the awesome texture compression in Xbox and GC the loading times are quick. There are a lot of games where you don't even notice the loading times. Sometimes the Xbox take a bit longer to load because the levels are bigger than in GC. This is because Xbox has more memory.
Best Graphics Capability
1. Xbox
2. Game Cube
3. Dreamcast
4. Playstation 2
Best Hardware for the price
1. Dreamcast
2. Game Cube
3. Xbox
4. Playstation 2
Best Games
1. XBox: Halo, DOA3 Shenmue 2,ons of sports games, the list of must haves goes on and on.
2. Dreamcast: Shenmue, Soul Calibur, DOA2, Power Stone 1&2, Phantasy Star Online, and about 50 more awesome titles.
3. Playstation 2: Final Fantasy, and some other playstation exclusives, mostly just sequals to PS1, the games have good potential, but they end up no good due to the crappy hardware.
4. Game Cube: Has some good games, but most of them are on every other system too, the games that are on both GC and PS2 are better on GC. Pretty much all little kids games.
Best online play
1. Xbox: Xbox Live, Broadband Only, this is a good thing, almost never experience lag, just $50 a year and you are covered, no additional fees, voice chat in all games, with optional voice masking, impossible to cheat. Also play Xbox Lan games like Halo over Gamespy for free.
3. Playstation 2: modem and hard drive sold seperately, every game for itself, variable costs, sometimes free, plagued by lag in almost everygame, dial-up or broadband, voice chat in socom, but no other games.
4. Game Cube: Just Phantasy Star Online, no keyboard, no voice chat.
5. Dreamcast: Seganet no longer running, 56k modem included, broadband upgrade optional, many high quality games, keyboard chat, not much lag even with dial-up.
Best Controllers
1. Xbox: The normal Xbox controller is the most comftorable controller ever! If you have baby hands there is also the controller-s still very comftorable, controller has 2 built in rumble engines, the buttons are nice and smoothe, 2 analog sticks and one d-pad. 2 triggers can tell how far the player is holding them in. 2 slots in controller. A whopping 10 feet of cord!
2. Dreamcast: Very comftorable, 1 analog stick and 1 d-pad. Rumble packs sold separately. 2 slots in controller. Has room for a VMU (visual memory unit) that has a screen and can show you private data in multiplayer games (like play selection). Doesn't have enough buttons.
3. Playstation 2: Dual Shock controller is not comftorable, but not too bad either. Has built in rumble engine, 2 analog sticks, one d-pad, the d-pad sucks and the analog are merely okay. A lot of buttons. Didn't really improve any from the Playstation.
4. Game Cube: Uncomftorable controller, especially for big hands, bad button and joystick placement.
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