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.


 3D consoles Microsoft Nintendo SegaSony
        Xbox         Xbox 360 N64 Gamecube Wii       Saturn         Dreamcast      PlayStation    PlayStation 2PlayStation 3
 Main CPU Details
  Codename - Xenon R4300 Gekko Broadway SH2SH4R3000AEmotion EngineCell
  Manufacturer / Designer Intel IBM NEC PowerPC / IBM IBM HitachiHitachiMIPS / LSIToshibaToshiba / IBM
  Process scale (nm) 180 90 / 65 13 350 180 90 ~500?250~500? 1See notes90
  Transistors (millions) 9 165 4 21 ~35? ? 73.2See notes10.5234
  Integer register size (bits) 32 128 64 32 32 323232128128
  FP register size (bits) 128 128 64 64 64 -3232128128
  Core clock speed (MHz) 733 3200 3 94 485 730? 28.6200343003200
  L1 cache size (KiB) 32 64 (each) 24 64 64? 424540 1164 9
  L2 cache size (KiB) 128 1024 (shared) - 256 256? ----512 / 256 9
  FSB bandwidth (GB/sec) 1.07 21.6 0.25 1.29 ? ?0.80.142.4up to 76.8 10
 Main graphics details
  Codename NV2A Xenos Reality Co-processor Flipper Hollywood VDPCLX2?Graphics SynthesizerRSX Reality Synthesizer
  Manufacturer / Designer NVIDIA ATI Nintendo / SGI ArtX / ATI ATI ?NEC / PowerVRSony?SonyNVIDIA
  Process scale (nm) 180 90 / 80 / 65 13 350 180 90? ~500?250~500?See notes90
  Transistors (millions) ~60 1 232 / 105 6 ? 51 1 ? ? 710?42.7~240
  Core clock speed (MHz) 233 500 62.5 162 243? ?10033147550
  Pixel pipelines 4 48 1? 4 4? 1?211624
  Max pixel output per clock 4 8
0.5 4 4? 1?2116 128
  Max texels applied per clock 8 16 1 4 4? 1?21824
  Max pixel depth (bits) 32 32 / 64 21 / 32 24 24? 2432 2243232 / 64
  Max z-buffer depth (bits) 24 32 16 24 24? -~32 2-3224
 System memory details
  Total RAM (MiB) 64 512 4 8 24 / 16 64 / 24 216232256
   - type DDR SDRAM GDDR3 RDRAM SRAM / DRAM GDDR3 / SDRAM DRAM?DRAMDRAMRDRAMXDR DRAM
   - bandwidth (GB/sec) 6.4 22.4 14 0.55 2.6 ~4 / 3.9? ?0.80.133.225.6
  Dedicated video RAM (MiB) - 10 - 3 3? 1.54814256
   - type - eDRAM 4 - embedded SRAM embedded SRAM DRAM?DRAMDRAMeDRAMGDDR3
   - frame buffer bandwidth (GB/sec) - 32 / 256 5 - 10.4 ~15.6? ?0.80.13?37.522.4
   - texture bandwidth (GB/sec) - 22.4 - 10.4 ~15.6? ?0.80.13?9.422.4
 Theoretical peak performance
  Polygons per second (millions) ~117 TR 1500 TR ~0.15 32 TR ~50 TR ? 0.570.3666 TR1200 TR
  Pixels processed per second (Mpixels/sec)9336000~31648~950??100+33235213200
  Pixel fill rate (Mpixels/sec) 933 4000 ~31 648 ~950? ~4?100+3323524400
  Texel fill rate (Mtexels/sec) 1866 8000 ~31 648 ~950? ~4?100+33117613200
 

3D Handheld Consoles Apple
Nintendo Sony
iPhone / iPod Touch iPhone 3GSNintendo GBA   Nintendo DS / Lite      Nintendo DSi     PSP 1000  PSP 2000 / 3000  PSP Go
 Main CPU Details
  Codename ARM1176 JZ(F)-S Cortex A8ARM7 ARM946E-S / ARM7 ARM946E-S / ARM7 R4000 R4000 ?
  Manufacturer / Designer ARM ARMARM ARM ARM MIPS MIPS ?
  Process scale (nm) 90 65? ? ? 90 90 ?
  Transistors (millions) ? ?? ? ? ? ? ?
  Integer register size (bits) 32 3232 32 / 32 32 / 32 32 32 ?
  FP register size (bits) 64 64? ? ? 64? 64? ?
  Core clock speed (MHz) 412 60016.7 67 / 33 67 / 33 up to 333 up to 333 ?
  L1 cache size (KiB) 32 64- 12? 12? 32? 32? ?
  L2 cache size (KiB) - 256- - - - - ?
  FSB bandwidth (GB/sec) ?
?0.07 ? ? ? ? ?
 Main graphics details
  Codename PowerVR MBX Lite PowerVR SGX 520?- -
- - - ?
  Manufacturer / Designer Imagination Tech Imagination Tech- - - Sony? Sony? ?
  Process scale (nm) 90
65- - - 90 90 ?
  Transistors (millions) ? ?- - - ? ? ?
  Core clock speed (MHz)? ? ?- - - 166 166 ?
  Pixel pipelines ? ?- - - 4? 4? ?
  Max pixel output per clock ? ?- - - 4 4 ?
  Max texels applied per clock ? ?- - - 4 4 ?
  Max pixel depth (bits) ? ?- - - 24 24 ?
  Max z-buffer depth (bits) ? ?- - - ? ? ?
 System memory details
  Total RAM (MiB) 128 + 4~16GiB 256 + 16~32GiB0.288 4 + 0.256 16 + 0.256 32 64 ? + 16GiB
   - type DDR-SDRAM + FLASH DDR-SDRAM + FLASH? DRAM + FLASH DRAM + FLASH DRAM DRAM ? + FLASH
   - bandwidth (GB/sec) ? ?? ? ? 2.6 2.6 ?
  Dedicated video RAM (MiB) - -0.098 0.67 + 0.512 15 0.67 + 0.512 15 2 2 ?
   - type - -? ? ? eDRAM eDRAM ?
   - frame buffer bandwidth (GB/sec) - -? ? ? 10.6 10.6 ?
   - texture bandwidth (GB/sec) - -- - - 10.6 10.6 ?
 Theoretical peak performance
  Polygons per second (millions) ? ?- ~0.06 ~0.06 ~35 ~35 ?
  Pixel fill rate (Mpixels/sec) ? ?- 30 30 664 664 ?
  Texel fill rate (Mtexels/sec) ? ?- 30 30 664 664 ?
 


 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.
  13 - First revisions (Xenon - no HDMI / Zephyr - HDMI support) of the 360 has 90nm CPU, GPU and eDRAM.  2nd versions (Falcon - HDMI support / Opus - no HDMI) has 65nm CPU, 80nm GPU and eDRAM.                 3rd version (Jasper) has 65nm CPU and GPU and 80nm eDRAM.
  14 - Jasper versions have an additional 256MB of flash memory, used for storing downloads and game saves
  15 - 656kiB of RAM for frame buffers, 512kiB of RAM for texture buffers
 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 - Copyright © - N D Evanson