Final Words

Game consoles have always been different, architecturally.  The PlayStation 2 was very different from the original Xbox, and thus it is no surprise to see that the two platforms continue to be quite different this time around. 

Given what we’ve discussed thus far, there are a number of conclusions we can draw:

The most important thing to keep in mind is that the revolution in physics engines and collision detection isn’t going to happen over night.  The first games for both consoles will, for all intents and purposes, be single threaded titles.  More adventurous developers may even split up execution into two concurrent threads, but for the most part don’t expect to see a dramatic change in the quality and reality of the physics simulation of the first titles, especially when compared to titles like Doom 3 and Half Life 2. 

However, a change is coming and by the end of next year multi-threaded game engines should be commonplace on both consoles and PCs, which will hopefully lead to much more entertaining experiences.  The approach to that change will be different according to the platform; without a doubt, developers will have their work cut out for them.  

The transition to multi-threaded development alone will increase development time 2 or 3 fold.  Not to mention that the approach to architecting game engines will differ whether you are porting to the Xbox 360 or the PlayStation 3.  The Xbox 360 is clearly going to be the easier of the two to develop for once a game engine is multi-threaded, just because of the general purpose nature of its hardware.  That being said, it won’t be impossible to get the same level of performance out of the PS3, it will just take more work.  In fact, specialized hardware can be significantly faster than general purpose hardware at certain tasks, giving the PS3 the potential to outperform the Xbox 360 in CPU tasks.  It has yet to be seen how much work is required to truly exploit that potential however, and it will definitely be a while before we can truly answer that question. 

Cell’s on-die memory controller is a blessing for game performance; it most definitely will keep the PPE fed far better than the Xbox 360’s external memory controller.  Even the cache size advantage of the 360 won’t be able to offset the reduction in memory latency thanks to an on-die memory controller. 

The on-die memory controller is not all an advantage however, a big part of its inclusion is out of necessity.  Remembering back to our discussion about the SPEs as being in-order with no cache, threads run on these processors only have access to 256KB of local memory, which is reasonable for a cache, but not much in the way of memory.  So these SPEs will depend on having low latency access to memory in order to keep their pipeline filled and actually contribute any useful performance to the system.

At the end of day 1, when running mostly single threaded code, the performance difference from a CPU standpoint between the Xbox 360’s Xenon and the PS3’s Cell processor is basically a wash.  The 360 has more cache, while the Cell has a lower latency path to main memory.  In the end, the first generation or two of games will mainly be a GPU battle between the two consoles, and both will offer significant improvements over what we have with current consoles. 

Graphics-wise the 360’s Xenos GPU and the PS3’s RSX are fairly different in implementation, but may end up being very similar in performance.  Treating Xenos as a 24-pipe R420, it could be quite competitive with a 24-pipe RSX despite a lower clock speed.  The unified shader architecture of the Xenos GPU will offer an advantage in the majority of games today where we aren’t very geometry limited.  The free 4X AA support offered by Xenos is also extremely useful in a console, especially when hooked up to a large TV.

If the PS3’s RSX isn’t much more than a higher clocked G70 then at least we have a good idea of its performance.  NVIDIA has mentioned that by the time the RSX launches we will have a faster GPU on the PC, which leads us to believe that the performance advantages of the RSX are mostly clock speed related.  At 550MHz, the RSX GPU should have no problems handling both 720p and 1080p resolutions, although the latter won’t be possible in all games, mainly those that are more texture bandwidth bound.  We do think it was a mistake for Microsoft not to support 1080p, even if only supported by a handful of games/developers.  At the same time, by not imposing strict AA implementation regulations like Microsoft, Sony does open themselves up to having some PS3 games plagued by jaggies despite the power of the console.  Given the amount of power in both of these consoles, we truly hope that their introduction will mark the end of aliasing in console games, but some how we have a feeling it won’t.  Aliasing has plagued console games for too long for it to just disappear, that has to be too good to be true. 

With at least 5 months before the official release of Microsoft’s Xbox 360, and a number of still unanswered questions about the PlayStation 3, there is surely much more to discuss in the future.  The true nature of NVIDIA’s RSX GPU, the real world programming model for Cell, even final hardware details for both consoles has yet to be fully confirmed.  As we come across more information we will analyze and dissect it, but until then we hope you’ve gained more of an understanding of these consoles through this article. 

System Costs
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  • LanceVance - Friday, June 24, 2005 - link

    Excellent article. Definitely the most thorough, informative, well researched article on the PS3/Xbox360.

    And most importantly, unlike every other article on the subject, it's not strongly biased toward one camp while making comments of substance.
  • yacoub - Friday, June 24, 2005 - link

    I bet the PS3 debuts at a higher price.

    Also regarding statements made on the Conclusionary page:

    --"That being said, it won’t be impossible to get the same level of performance out of the PS3, it will just take more work. In fact, specialized hardware can be significantly faster than general purpose hardware at certain tasks, giving the PS3 the potential to outperform the Xbox 360 in CPU tasks. It has yet to be seen how much work is required to truly exploit that potential however, and it will definitely be a while before we can truly answer that question."--

    I find it funny that once again the PlayStation will be the harder system to code games for that take full advantage of its abilities. If trends mimic the past (as they often do) this will lead to a large amount of mediocre games by companies too small to afford the dev time necessary to take real advantage of the PS3's advantages or on deadlines too tight to spend the time doing more.
  • Furen - Friday, June 24, 2005 - link

    It does sound pretty low but (I'm guessing) it's more than enough, I dont think they would have separated the dies unless it didnt lead to a big performance penalty. also, I'm guessing that the 256MB/sec bandwidth between the eDRAM and its processing hardware is 256GB/sec? Microsoft was using that number to inflate their "system bandwidth" total.
  • Woodchuck2000 - Friday, June 24, 2005 - link

    And for that matter, 32Mb/s inter-die communications in the Xenos GPU seems low to me
    :p
    Good article though guys!
  • Furen - Friday, June 24, 2005 - link

    Is there any word on the media center extender capabilities on the xbox 360? I think Microsoft mentioned something about that but I'm not sure if that was oficial or not. Just hope they allow us to plug in some video capture device and use it as a dvr eventually.

    As much as I like sony's playstation, I find it quite boring on the technical side. It seems like they're just throwing everything they can into it but nothing is really that exciting, or useful. Come on, dual-HDMI. I dont see myself having two HDTVs in such close proximity to each other. Gigabit router? Seems like they're desperate to use the extra cpu muscle. I wonder how heavy ethernet traffic will affect cpu usage.
  • Woodchuck2000 - Friday, June 24, 2005 - link

    Surely porting between multi-core PC software and Xenon should be fairly trivial, not fairly Non-trivial as stated in the article...?
  • jotch - Friday, June 24, 2005 - link

    I stands for interlaced whilst the P stands for progressive scan. Check out the difference at http://en.wikipedia.org/wiki/720p

    or

    http://en.wikipedia.org/wiki/1080i

    This should resolve this issue.
  • AnnihilatorX - Friday, June 24, 2005 - link

    1080i = 720p doesn't it? 1080p is the one Xbox 360 doesn't support.

    These "i"s and "p"s are confusing me
  • sprockkets - Friday, June 24, 2005 - link

    How is 1080i on your tv's? On my 1 year old Mitsubishi native 1080i tv using dvi from the computer at 1080i is basically useless since the text is too small and the image looks like the refresh rate is below 60hz, whereas HDTV broadcasts look fine. Using the other mode of 720x480 looked great.

    Will HD output from a console be any better than a video card in a computer? Is it just my tv?

    Cmon, did you really think nVidia would release something far more advanced for a console than for a video card, or perhaps, more specifically, having it way outperform 6800 ultras in sli?

    If you need around a 400w power supply for even non sli setup, what kind of heat and power will these new consoles need anyhow???

    Of course I am more interested in how the PS3 will work with Linux more than games hahahahaha, since Sony officially mentioned it.
  • emmap - Sunday, December 4, 2005 - link

    And that's this article, Sony and M$ have missed:

    it's not the number of megapixels, shader pipelines, CPU / GPU bandwidth, multithreaded or single threaded code which do a great game. It's imagination put in the game, gameplay, artistic art quality, human feeling we get looking at the characters, fun and so on. It's not only mathematics and physics: we don't love a game because it has X millions polygons or run at Y fps, no it's totally different. Just see all the mame fans out there, you'll see that they don't care about the obsolete hardware the game they are playing on, they care about the most important thing about game: ENTERTAINMENT!

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