System Costs

One thing that a surprising number of people seem to overlook is the idea that consoles are built to take a loss on the hardware itself.  If the Xbox 360 retails for $299, it may very well cost Microsoft $399, or even more.  This has been the way consoles have been manufactured for quite some time now, and it has not changed with the latest generation of consoles. 

However, given the very high system costs of the original Xbox, it isn’t surprising to see that Microsoft is quite concerned with keeping costs down to a minimum this time around.  There are a number of decisions that Microsoft has made in order to limit their loss on the 360 hardware.

First and foremost, Microsoft owns the IP in the Xbox 360 and thus they can handle manufacturing on their own without having to re-negotiate contracts with ATI or IBM.  It remains to be seen how much of a money saver this will be for Microsoft, but it does present itself as a departure from the way things were done the first time around for the folks at Redmond. 

Assuming Xenon is nothing more than 3 PPEs put on the same die coupled with twice the L2 cache, it looks like Xenon is a smaller chip than Cell. 

The Xenos GPU features a higher transistor count than the RSX (332M vs. 300.4M), but a lower clock speed. 

Microsoft didn’t skimp much on the CPU or GPU hardware, which isn’t surprising, but it is in the auxiliary hardware that the console ends up being cheaper in.  The best way to understand the areas that Microsoft didn’t spend money in, is to look at the areas that Sony did spend money in. 

The Xbox 360 is using a tried and true 12X dual layer DVD drive, probably very similar to what you can buy for the PC today.  A very popular drive format with mass produced internals is a sure fire way to keep costs down.  Sony’s solution?  A very expensive, not yet in production, Blu-ray drive.  As we mentioned earlier, the first Blu-ray players are expected to retail for more than $500.  The PlayStation 3 isn’t going to be successful as a $800 console, so we’d expect its MSRP to be less than $500, meaning that Sony will have to absorb a lot of the cost (initially) of including a Blu-ray player, until production picks up. 

Both the Xbox 360 and the PS3 feature wireless controller support, although Sony supports a maximum of 7 Bluetooth controllers compared to Microsoft’s 4 2.4GHz RF controllers. 

The PS3 also ships with built in 802.11b/g and three Gigabit Ethernet ports so the system can act as a Gigabit router right out of the box.  Adding wireless support isn’t a huge deal, but the physical layer as well as the antenna do drive costs up a bit.  The same goes for getting controllers to drive the three GigE ports on the unit. 

Sony also offers built in support for more USB 2.0 ports (6 vs 4), media card slots (Memory Stick, SD and Compact Flash) where the 360 has none and two HDMI outputs where the 360 only offers component.  Again, not major features but they are nice to have, and do contribute to the overall price of the system. 

The one difference that favors Microsoft however is the inclusion of a 2.5” HDD with the Xbox 360 console; Sony’s hard drive will be optional and won’t ship with the system.

In the end it seems that Microsoft was more focused on spending money where it counts (e.g. CPU, GPU, HDD) and skimped on areas that would have otherwise completed the package (e.g. more USB ports, built in wireless, router functionality, flash card readers, HDMI support in the box, etc...).  Whereas Sony appears to have just spent money everywhere, but balanced things out by shipping with no hard drive.

Storage Devices Final Words
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  • BenSkywalker - Sunday, June 26, 2005 - link

    ""One thing is for sure, support for two 1080p outputs in spanning mode (3840 x 1080) on the PS3 is highly unrealistic. At that resolution, the RSX would be required to render over 4 megapixels per frame, without a seriously computation bound game it’s just not going to happen at 60 fps." -- Quote from page 10"

    First off 1080p doesn't support 60FPS as of this moment anyway, and there are an awful lot of games on consoles that aren't remotely close to being GPU bound anyway. Remember that the XBox has titles now that are pushing out 1080i and the RSX is easily far more then four times the speed of the GPU in the XBox.
  • tipoo - Wednesday, August 6, 2014 - link

    "RSX is easily far more then four times the speed of the GPU in the XBox."

    It's funny reading these comments years later, and seeing how crazy the PS3 hype machine was. I assume this insane comment reffered to the 1 terraflop RSX thing, which was a massive joke. RSX was worse than Xenon not only in raw gflops (180 vs over 200 I think), but since it didn't have unified shaders it could be bottlenecked by a scene having too much vertex or pixel effects and leaving shaders underused.
  • calimero - Sunday, June 26, 2005 - link

    Here is one tip about Cell:
    to play MP3 files (stereo) on PC you need 100MHz 486 CPU. Atari Falcon030 with MC68030 (16MHz) and DSP (32MHz) can do same thing!
    Everyone who know to program will find Cell outstanding and thrilling everyone else who pretend to be a programer please continue to waste CPU cycles with your shity code!
  • coolme - Sunday, June 26, 2005 - link

    "Supporting 1080p x2 may seem like overkill,"

    It's not gonna support 1080p x2

    "One thing is for sure, support for two 1080p outputs in spanning mode (3840 x 1080) on the PS3 is highly unrealistic. At that resolution, the RSX would be required to render over 4 megapixels per frame, without a seriously computation bound game it’s just not going to happen at 60 fps." -- Quote from page 10
  • nevermind4711 - Sunday, June 26, 2005 - link

    People have different ways of expressing the frequency of DDRAM. The correct memory frequency of 7800GTX is 256MB/256-bit GDDR3 at 600MHz, but as it is double rate some people say 1200 MHz.

    In the same way you can say the RSX memory is operating at 1400 MHz. How else could 128 bit result in a memory bandwidth of 22 GB/s for the RTX?

    #64 knitecrow, who is your source that the RSX does not contain e-dram, or is it just speculation?

    Besides, your conclusion from extrapolating the transistor count may be correct, but assuming the transistor count is proportional to the number of pixel pipelines is a rather big simplification, there is quite a lot of other stuff inside a GPU as well, stuff that does not scale proportionally to the pixel pipelines.
  • Furen - Sunday, June 26, 2005 - link

    The RSX is supposed to be clocked higher but will only have a 700MHz, 128bit memory bus (as opposed to the 1200MHz, 256bit memory bus on the 7800gtx).
  • knitecrow - Saturday, June 25, 2005 - link

    #61
    too bad you don't speak marketing.
    When they say near.. it means very close. Could be slightly under or over. If it was something like 320M... they will be hyp3ing 320M.


    #62 too bad you are wrong

    with 300M transistors, the RSX is a native 24 pixel pipeline card

    You can extrapolate the number by looking at:
    6800ultra - 16 - 222M
    6600GT - 8 - 144M

    it has no eDRAM.

    The features remain to be seen, but its going to be a G70 derivate -- just like XGPU for the xbox was a geforce3 derivative.

    There is absolutely no evidence to suggest that the RSX is going to be more powerful than 7800GTX.

    Just because a product comes out later doesn't make it better

    Exhibit A:
    Radeon 9700pro vs. 5800ultra

  • Darkon - Saturday, June 25, 2005 - link

    http://www.psinext.com/index.php?categoryid=3&...
  • Dukemaster - Saturday, June 25, 2005 - link

    I think it is very clear why the RSX gpu has the same number of transistors but still is more powerfull then the 7800GTX: the 7800GTX is a chip with 32 pipelines with 8 of them turned off.
  • nevermind4711 - Saturday, June 25, 2005 - link

    Interesting article. However, I find it strange that Anand and Derek do not comment on the difference in floating point capacity between the combatants. 1 TFlops for X360 vs. 2 TFlops for PS3. For X360 we know that the majority of flops come from the GPU, where probably the big part consists of massively paralell compare ops and such coming from the AA- and filtering circuitry integrated with the e-DRAM.
    It would be very interesting to know how the RSX provides 1.8 TFlops. I do not think the G70 has a capacity anything near that. Could it be possible that Sony will bring some e-DRAM to the party together with AA and filtering circuitry similar to X360. After all Sony has quite some experience of e-DRAM from PS2 and PSP.
    Anand and Derek wrote "Both the G70 and the RSX share the same estimated transistor count, of approximately 300.4 million transistors." Where do this information come from? Sony only said in its presentation the RSX will have 300+ mil t:s. G70 we now know contains 302 mil t:s.
    #48: Sony may very well have replaced some video en/de-coding circuitry of the G70 with some e-dram circuitry.

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