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Has anybody actually looked into the specs and raw data of all of the systems of the generation and then compared the raw and performance data?
I remember from a forum I frequented about 3 years ago, there was information posted about a former tester for Square who ran a comparison and came out with evidence of the Gamecube actually being the superior system. Anybody else read this data or have it? I'm not sure if the information got around quite a bit or not, I just want his results sheet for something.
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Er...I could react in one of two ways to this.
1) What in the world are you smoking?
2) LOL LOL LOL
Anyways, I couldn't really find it on Google.
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I really find that hard to believe, as much as I hate X-Box.
@Claw theres a 3rd way to respond, pass the weed.
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There's also a 4th way to respond:
No, the Gamecube is not 'more powerful' than the Xbox. Mainly focusing on graphics potential, it goes in this order: Gamecube>PS2>Xbox.
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Gamecube:
System memory:
43 MB total non-unified RAM
24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8]
3 MB embedded 1T-SRAM within "Flipper"". [9] Split into 1 MB texture buffer and 2 MB frame buffer .[9]
10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8]
16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8]
Connectivity:
4 controller ports, 2 memory card slots
MultiAV analog audiovisual port: interlaced YPbPr (composite , Y/C ) and RGB video, stereophonic analog audio.
Digital audiovisual port: digital interlaced or progressive scan YCBCR video, stereophonic I²S sound.
Resolutions: 480i , 576i , 480p
High-speed Serial Ports : 2
High-speed Parallel Ports : 1
Power supply output: DC12 volts x 3.25 amperes
Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]
162 MHz "Flipper" LSI . 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX .
8Gflops
4 pixel pipelines with 1 texture unit each[8]
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
Fixed-function hardware transform and lighting (T&L). 12+ million polygons /s in-game.[10]
648 megapixels /second (162 MHz x 4 pipelines), 648 megatexels /second (648 MP x 1 texture units) (peak)Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit337,500 triangles a frame at 60fps
675,000 triangles a frame at 30fps
8 texture layers per pass, texture compression , full scene anti-aliasing [10]
8 simultaneous hardware light
Bilinear , trilinear , and anisotropic texture filtering
Multi-texturing, bump mapping , reflection mapping , 24-bit z-buffer
24-bit RGB / 32-bit RGBA color depth .Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding .
720×480 interlaced or progressive scan
Integrated audio processor: Custom 81 MHz Macronix DSPInstruction Memory: 8 KiB RAM, 8 KiB ROM
Data Memory: 8 KiB RAM, 4 KiB ROM
64 channels 16-bit 48 kHz ADPCM [10]
Dolby Pro Logic II encoded within stereophonic output
Storage media:
For more details on this topic, see Nintendo optical discs .
~~~~~~~~~~~
Xbox
CPU : 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[12]
Shared memory subsystem
GPU and system chipset : 233 MHz "NV2A " ASIC . Co-developed by Microsoft and NVIDIA .Geometry engine: 115 million vertices /second, 125 million particles /second (peak)
4 pixel pipelines with 2 texture units each
932 megapixels /second (233 MHz x 4 pipelines), 1,864 megatexels /second (932 MP x 2 texture units) (peak)Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.485,416 triangles per frame at 60fps
970,833 triangles per frame at 30fps
4 textures per pass, texture compression , full scene anti-aliasing (NV Quincunx , supersampling , multisampling )
Bilinear , trilinear , and anisotropic texture filtering
Similar to the GeForce 3 and GeForce 4 PC GPUs.
Storage media
Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
Integrated 10/100BASE-TX wired ethernet
DVD movie playback
A/V outputs: composite video , S-Video , component video , SCART , Optical Digital TOSLINK , and stereo RCA analog audio
Resolutions: 480i , 576i , 480p , 720p and 1080i
Controller ports: 4 proprietary USB 1.1 ports
Weight: 3.86 kg (8.5 lb )
Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in )
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Spoiler
WandererWillow Wrote: Gamecube:
System memory:
43 MB total non-unified RAM
24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8]
3 MB embedded 1T-SRAM within "Flipper"". [9] Split into 1 MB texture buffer and 2 MB frame buffer .[9]
10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8]
16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8]
Connectivity:
4 controller ports, 2 memory card slots
MultiAV analog audiovisual port: interlaced YPbPr (composite , Y/C ) and RGB video, stereophonic analog audio.
Digital audiovisual port: digital interlaced or progressive scan YCBCR video, stereophonic I²S sound.
Resolutions: 480i , 576i , 480p
High-speed Serial Ports : 2
High-speed Parallel Ports : 1
Power supply output: DC12 volts x 3.25 amperes
Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]
162 MHz "Flipper" LSI . 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX .
8Gflops
4 pixel pipelines with 1 texture unit each[8]
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
Fixed-function hardware transform and lighting (T&L). 12+ million polygons /s in-game.[10]
648 megapixels /second (162 MHz x 4 pipelines), 648 megatexels /second (648 MP x 1 texture units) (peak)Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit337,500 triangles a frame at 60fps
675,000 triangles a frame at 30fps
8 texture layers per pass, texture compression , full scene anti-aliasing [10]
8 simultaneous hardware light
Bilinear , trilinear , and anisotropic texture filtering
Multi-texturing, bump mapping , reflection mapping , 24-bit z-buffer
24-bit RGB / 32-bit RGBA color depth .Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding .
720×480 interlaced or progressive scan
Integrated audio processor: Custom 81 MHz Macronix DSPInstruction Memory: 8 KiB RAM, 8 KiB ROM
Data Memory: 8 KiB RAM, 4 KiB ROM
64 channels 16-bit 48 kHz ADPCM [10]
Dolby Pro Logic II encoded within stereophonic output
Storage media:
For more details on this topic, see Nintendo optical discs .
~~~~~~~~~~~
Xbox
CPU : 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[12]
Shared memory subsystem
GPU and system chipset : 233 MHz "NV2A " ASIC . Co-developed by Microsoft and NVIDIA .Geometry engine: 115 million vertices /second, 125 million particles /second (peak)
4 pixel pipelines with 2 texture units each
932 megapixels /second (233 MHz x 4 pipelines), 1,864 megatexels /second (932 MP x 2 texture units) (peak)Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.485,416 triangles per frame at 60fps
970,833 triangles per frame at 30fps
4 textures per pass, texture compression , full scene anti-aliasing (NV Quincunx , supersampling , multisampling )
Bilinear , trilinear , and anisotropic texture filtering
Similar to the GeForce 3 and GeForce 4 PC GPUs.
Storage media
Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
Integrated 10/100BASE-TX wired ethernet
DVD movie playback
A/V outputs: composite video , S-Video , component video , SCART , Optical Digital TOSLINK , and stereo RCA analog audio
Resolutions: 480i , 576i , 480p , 720p and 1080i
Controller ports: 4 proprietary USB 1.1 ports
Weight: 3.86 kg (8.5 lb )
Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in )
so.....which ones better?:f6:
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Xbox, in almost every way.
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Hahaha, my co-worker's friends came into our work once and mentioned that they couldn't even trade in the gamecube for anything at like game crazy or game stop.
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Thats because the GC is selling for so crazy cheap new, and even moreso used, that trying to trade it in will get you a couple of bucks at the most, but barely any at that.
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[COLOR="Indigo"]I'll admit, I'm a Nintendo fangirl and I love my GameCube, but saying it's more powerful than an XBox? I lol'd. Even without seeing the specs, it doesn't sound very believable.
For the size of it, it's definitely a snappy little box. I chuckled a bit at seeing the processors used in both machines--the GC uses a PowerPC (which is the same as what was used in Apple's computers for quite some time) and the XBox uses an Intel processor (the ever-popular one seen in most PCs for a long long time).
But with a bigger case, you can get more power. It would be very very hard to make something the size of a GC be incredibly powerful, whereas with a XBox, you've got lots more room--especially for a more powerful fan to keep things cool.
I find it rather amusing that GCs have next to no retail value these days--makes me all the more glad I got mine for less than $5 3 years ago
~Lyssa[/COLOR]
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2008-07-29, 04:26 PM
(This post was last modified: 2008-07-29, 04:28 PM by kleptophobia .)
Xbox is much more powerful however, RISC processors (ie PowerPC) are generally able to do simple mathematics much faster, just because they have a smaller instruction set. What we need to know is the actualy floating point operations per second, which for the Gamecube is apparently 1.9G. I don't see a number for the Xbox. But once again Xbox is much more powerful.
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I actually met the people who made some of the hardware used for the xbox and xbox 360 -- they are more powerful in every single way