neeyik.info

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.


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