| neeyik.info | ||||
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Console manufacturers are notoriously shy at providing specific hardware details to the general public. Therefore, the following information is not guaranteed to be 100% accurate and subject to change without notice - much of the finer points have been gleaned through Internet-based research, as well as suggestions from other people, and may be based on indirect evidence or rumours. |
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| Sony | Nintendo | Microsoft | ||||||
| PlayStation | PlayStation 2 | PlayStation 3 | N64 | Gamecube | Wii | Xbox | Xbox 360 | |
| Main CPU Details | ||||||||
| Codename | R3000A | Emotion Engine | Cell | R4300 | Gekko | Broadway | - | Xenon |
| Manufacturer / Designer | MIPS / LSI | Toshiba | Toshiba / IBM | NEC | PowerPC / IBM | IBM | Intel | IBM |
| Process scale (nm) | ~500? 1 | See notes | 90 | 350 | 180 | 90 | 180 | 90 |
| Transistors (millions) | See notes | 10.5 | 234 | 4 | 21 | ~35? | 9 | 165 |
| Integer register size (bits) | 32 | 128 | 128 | 64 | 32 | 32 | 32 | 128 |
| FP register size (bits) | 32 | 128 | 128 | 64 | 64 | 64 | 128 | 128 |
| Core clock speed (MHz) | 34 | 300 | 3200 | 94 | 485 | 730? | 733 | 3200 3 |
| L1 cache size (KiB) | 5 | 40 11 | 64 9 | 24 | 64 | 64? | 32 | 64 (each) |
| L2 cache size (KiB) | - | - | 512 / 256 9 | - | 256 | 256? | 128 | 1024 (shared) |
| FSB bandwidth (GB/sec) | 0.14 | 2.4 | up to 76.8 10 | 0.25 | 1.29 | ? | 1.07 | 21.6 |
| Main graphics details | ||||||||
| Codename | ? | Graphics Synthesizer | RSX Reality Synthesizer | Reality Co-processor | Flipper | Hollywood | NV2A | Xenos |
| Manufacturer / Designer | Sony? | Sony | NVIDIA | Nintendo / SGI | ArtX / ATI | ATI | NVIDIA | ATI |
| Process scale (nm) | ~500? | See notes | 90 | 350 | 180 | 90? | 180 | 90 |
| Transistors (millions) | ? | 42.7 | ~240 | ? | 51 1 | ? | ~60 1 | 232 / 105 6 |
| Core clock speed (MHz) | 33 | 147 | 550 | 62.5 | 162 | 243? | 233 | 500 |
| Pixel pipelines | 1 | 16 | 24 | 1? | 4 | 4? | 4 | 48 |
| Max pixel output per clock | 1 | 16 12 | 8 | 0.5 | 4 | 4? | 4 | 8 |
| Max texels applied per clock | 1 | 8 | 24 | 1 | 4 | 4? | 8 | 16 |
| Max pixel depth (bits) | 24 | 32 | 32 / 64 | 21 / 32 | 24 | 24? | 32 | 32 / 64 |
| Max z-buffer depth (bits) | - | 32 | 24 | 16 | 24 | 24? | 24 | 32 |
| System memory details | ||||||||
| Total RAM (MiB) | 2 | 32 | 256 | 4 8 | 24 / 16 | 64 / 24 | 64 | 512 |
| - type | DRAM | RDRAM | XDR DRAM | RDRAM | SRAM / DRAM | GDDR3 / SDRAM | DDR SDRAM | GDDR3 |
| - bandwidth (GB/sec) | 0.13 | 3.2 | 25.6 | 0.55 | 2.6 | ~4 / 3.9? | 6.4 | 22.4 |
| Dedicated video RAM (MiB) | 1 | 4 | 256 | - | 3 | 3? | - | 10 |
| - type | DRAM | eDRAM | GDDR3 | - | embedded SRAM | embedded SRAM | - | eDRAM 4 |
| - frame buffer bandwidth (GB/sec) | 0.13? | 37.5 | 22.4 | - | 10.4 | ~15.6? | - | 32 / 256 5 |
| - texture bandwidth (GB/sec) | 0.13? | 9.4 | 22.4 | - | 10.4 | ~15.6? | - | 22.4 |
| Theoretical peak performance | ||||||||
| Polygons per second (millions) | 0.36 | 66 TR | 1200 TR | ~0.15 | 32 TR | ~50 TR ? | ~117 TR | 1500 TR |
| Pixel fill rate (Mpixels/sec) | 33 | 2352 | 4400 | ~31 | 648 | ~950? | 933 | 4000 |
| Texel fill rate (Mtexels/sec) | 33 | 1176 | 13200 | ~31 | 648 | ~950? | 1866 | 8000 |
| Sega | Handheld Consoles | |||||||
| Saturn | Dreamcast | Sony PSP | Nintendo DS | Nintendo GBA | ||||
| Main CPU Details | ||||||||
| Codename | SH2 | SH4 | R4000 | ARM9 / ARM7 | ARM7 | |||
| Manufacturer / Designer | Hitachi | Hitachi | MIPS | ARM | ARM | |||
| Process scale (nm) | ~500? | 250 | 90 | ? | ? | |||
| Transistors (millions) | ? 7 | 3.2 | ? | ? | ? | |||
| Integer register size (bits) | 32 | 32 | 32 | 32 / 32 | 32 | |||
| FP register size (bits) | - | 32 | 64? | ? | ? | |||
| Core clock speed (MHz) | 28.6 | 200 | up to 333 | 67 / 33 | 16.7 | |||
| L1 cache size (KiB) | 4 | 24 | 32? | 12? | - | |||
| L2 cache size (KiB) | - | - | - | - | - | |||
| FSB bandwidth (GB/sec) | ? | 0.8 | ? | ? | 0.07 | |||
| Main graphics details | ||||||||
| Codename | VDP | CLX2 | - | - | - | |||
| Manufacturer / Designer | ? | NEC / PowerVR | Sony? | - | - | |||
| Process scale (nm) | ~500? | 250 | 90 | - | - | |||
| Transistors (millions) | ? 7 | 10 | ? | - | - | |||
| Core clock speed (MHz)? | ? | 100 | 166 | - | - | |||
| Pixel pipelines | 1? | 2 | 4? | - | - | |||
| Max pixel output per clock | 1? | 2 | 4 | - | - | |||
| Max texels applied per clock | 1? | 2 | 4 | - | - | |||
| Max pixel depth (bits) | 24 | 32 2 | 24 | - | - | |||
| Max z-buffer depth (bits) | - | ~32 2 | ? | - | - | |||
| System memory details | ||||||||
| Total RAM (MiB) | 2 | 16 | 32 / 2 | 4 | 0.288 | |||
| - type | DRAM? | DRAM | DRAM / eDRAM | DRAM | ? | |||
| - bandwidth (GB/sec) | ? | 0.8 | 2.6 | ? | ? | |||
| Dedicated video RAM (MiB) | 1.54 | 8 | 2 | 0.67 | 0.098 | |||
| - type | DRAM? | DRAM | eDRAM | ? | ? | |||
| - frame buffer bandwidth (GB/sec) | ? | 0.8 | 10.6 | ? | ? | |||
| - texture bandwidth (GB/sec) | ? | 0.8 | 10.6 | - | - | |||
| Theoretical peak performance | ||||||||
| Polygons per second (millions) | 0.5 | 7 | ~35 | 0.12 | - | |||
| Pixel fill rate (Mpixels/sec) | ~4? | 100+ | 664 | 30 | - | |||
| Texel fill rate (Mtexels/sec) | ~4? | 100+ | 664 | 30 | - | |||
| Notes |
| 1 - The transistor count includes additional embedded devices such as audio and I/O processors. |
| 2 - Tile-based rendering graphics chip, thus depth values are always at this level. Value is FP, not integer. |
| 3 - The Xbox 360 has a single CPU that contains 3 PowerPC-like cores that can each handle two threads. |
| 4 - The frame buffer memory is not on the same die as the Xenos chip; both dies are on the same module. The eDRAM also contains the ROP circuitry. |
| 5 - GPU to eDRAM circuitry is 30+GB/sec; eDRAM ROPs to DRAM bandwidth is 25 GB/sec. |
| 6 - 232M for GPU die, 105M for eDRAM die. |
| 7 - The Saturn consists of multiple processors, each of which have specific tasks. Two SH2s are used for main processing, along with two VDPs, and several DSPs. |
| 8 - The main memory could be expanded by a further 4MiB to 8 in total. |
| 9 - The PPE unit of the Cell has 64KiB of L1 cache and 512KiB of L2 cache; each SPE has 256KiB non-cache local memory. |
| 10 - This value refers to the FlexIO interface; other bus values are lower. |
| 11 - The EE chip contains three small, L1-like, caches: 16KiB instruction, 8KiB data, 16KiB scratchpad. |
| 12 - The pixel output rate is for zero textures applied; with 1 texture, the rate is 8 pixels per clock; 2 textures = 4 pixels per clock and so on. |
| PlayStation 2 Process Scales |
| At launch, the EE and GS were both constructed at 250 nm; over the years, Sony has used smaller sizes to improve costs. Currently, both the EE and GS reside in the same 90nm chip - approximately 6 times smaller, in surface area, than the original chips combined |
| Transform Rate (TR) |
| The max polygons per second values labelled with a TR tag refer to the maximum rate at which vertices can be transformed (moved, rotated, scaled, etc). The actual polygon throughput to the rasterizer will be significantly lower than this. Values without this tag are given without any knowledge of what conditions the rate refers to. |
| Thanks & Additional Credits |
| A huge amount of information has been kindly supplied by the regular forum visitors to Beyond3D.com - apologies are freely given to those who have aided in some way but not given direct credit, but specific thanks go toLazy8s, ERP, PeterT, Zeross, Urian, Murakami, Hupfinsgack, Fafalada, Swaaye, Panajev2001a. Additional thanks go to Red Dog from the Futuremark discussion board. |
| © Console Specifications - N D Evanson 2008 |