360 vs PS3
Wow! This article is a very detailed comparison of the two systems. It covers 3 main topics, the CPUs, the OSs, and the GPUs.
Though the author doesn’t offer a definitive conclusion of one system over the other, it seems to me that the 360 is the winner. Floating point (FP) performance on the PS3 is outstanding, but it’s very difficult to program for. The FP performance on the 360 is nothing to snicker about either, and with its much easier and general purpose computing model, it seems like games would be better on the 360, being able to take advantage of more AI.
The comparison of the GPUs is what blows me away. The 360, despite being a year older, seems to have quite a bit better GPU. And here’s the kicker:
- The GPU uses a unified architecture, meaning that there is no difference between vertex, pixel, or texture shaders, so it’s much more general purpose
- The GPU reads (and writes) from the same memory as the CPU, meaning that you can run physics code on the GPU and have it write back the results for the CPU to access. I will admit I don’t think this overcomes the capacity of 6 SPEs (the PS3 has 7, with one reserved for the OS), but it helps offset the FP difference between the 3 VTX and the 6 SPEs.
Very detailed and thorough article. I liked it a lot. I think I’m going to pick up a 360. Especially if my brother comes through and solves the Wii problem for us.