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 |
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