Quote: "xbox is better P3 700MH 32BIT RAM GF3
ps2 500MH 16BIT RAM and some other stoff.
jusy know its better, but i hate it anyway!"
little bit off there on the specs.. anyway here they are. as you can see the two system are so different you can't compare specs.
this is where i got the specs.
http://www.whitedog.co.uk/ i looked around for the best place to compre them and found this site..
Ps2 specs
Technical Data
Emotion Engine
MIPS IV-subset
300 MHz (294.912 MHz)
128-bit integer SIMD
128-bit floating-point SIMD
24KB cache (16KB instruction + 8KB data)
16KB Scratch Pad RAM
Co-processor 1: FPU
Floating Point Multiply Accumulator (FMAC) x 1
Floating Point Divider (FDIV) x 1
8KB cache (4KB instruction + 4KB data)
Co-processor 2: VU0
Floating Point Multiply Accumulator (FMAC) x 4
Floating Point Divider (FDIV) x 1
8KB cache (4KB instruction + 4KB data)
Vector Processing Unit: VU1
Floating Point Multiply Accumulator (FMAC) x 5
Floating Point Divider (FDIV) x 2
32KB cache (16KB instruction + 16KB data)
450 Dhrystone 2.1 MIPS
6.2 GFLOPS
Geometry:
66 million polygons per second (peak)
38 million polygons per second (lighting)
36 million polygons per second (fog)
16 million polygons per second (curved surface generation)
Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
150 million pixels per second
DMA: 10 channels
Graphics Synthesizer (GS)
150 MHz (147.456 MHz)
16 pixel pipelines
2.4 gigapixels per second (no texture)
1.2 gigatexels per second
Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
Perspective-Correct Texture Mapping
Bump Mapping
Environment Mapping
32-bit Color (RGBA)
32-bit Z Buffer
4MB Multiported Embedded DRAM
38.4 gigabytes per second eDRAM bandwidth (19.2 GB/s in each direction)
9.6 gigabytes per second eDRAM texture bandwidth
150 million particles per second
Polygon Drawing Rate:
75 million polygons per second (small polygon)
50 million polygons per second (48-pixel quad with Z and Alpha)
30 million polygons per second (50-pixel triangle with Z and Alpha)
25 million polygons per second (48-pixel quad with Z, Alpha, and Texture)
18.75 million sprites per second (8 x 8 pixel sprites)
Emotion Engine to Graphics Synthesizer bus
64 bits wide
150 MHz
1.2 gigabytes per second bandwidth
Main Memory
32 Megabytes RAMBUS DRAM
32 bits wide (dual channel 16-bit)
400 MHz (800 MHz effective)
800 megabits per second per pin
3.2 gigabytes per second bandwidth
I/O Processor
based on PSone CPU
33.8688 MHz or 36.864 MHz (selectable)
2MB memory
USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA controller
Sound Chip
48 voices
2MB memory
Supports Dolby, AC3, and DTS output
Xbox specs
Xbox Technical Data
NVIDIA XGPU
250 MHz
4 pixel pipelines
2 texels per pixel pipeline
8 texels per clock cycle (4 pixels with 2 texels per pixel)
Maximum of 4 texture layers per rendering pass (done in 2 clock cycles)
1.0 gigapixel per second
2.0 gigatexels per second
4.0 billion anti-aliased samples per second
Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
Perspective-Correct Texture Mapping
DotProduct3 Bump Mapping (DOT3)
Environment Mapped Bump Mapping (EMBM)
Cubic Environment Mapping (CEM)
Volumetric Textures (3D Textures)
Z, Stencil, Shadow, and Multisampling buffers
S3TC and DirectX DXT1-DXT5 texture compression
Full-Scene Anti-Aliasing (2x, Quincunx, 4x)
Programmable Pixel and Vertex Shading Processors
2 Vertex Pipelines
125 million particles per second
125 million polygons per second (peak)
100 million polygons per second (sustained)
60 million polygons per second (with effects)
Triangle Tessellation
Z-buffer compression and Hidden Surface Removal (HSR) based on early Z-test
1 trillion operations per second (1000 BOPS)
95 to 116 GFLOPS (estimated)
Intel CPU
Modified Pentium III
733 MHz
32-bit integer
80-bit floating-point (x87 FPU)
64-bit MMX (integer SIMD)
128-bit SSE (4x 32-bit precision floating-point SIMD)
32KB L1 cache (16KB instruction + 16KB data)
128KB L2 cache
1980 Dhrystone 2.1 MIPS
2.93 GFLOPS (SSE)
XGPU to CPU bus
Intel P6 GTL+ bus protocol
64 bits wide
133 MHz
1.067 gigabytes per second bandwidth
NVIDIA MCPX (Media Communications Processor)
200 MHz
Audio Processing Unit (APU)
256 Total Voices
64 3D Voices + 192 2D Voices
Setup Engine - all memory management, mapping, and DMA resources are controlled in this unit
Voice Processor - 3 fixed function DSP units for processing voices and mixing the results in the mixer buffers
Global Processor - a programmable DSP for adding varied effects to the data in the mixer buffers and producing the final output stream
Dolby Digital Interactive Content Encoder - a programmable DSP for encoding into a Dolby Digital (AC-3) stream
Downloadable Sounds Version 2 (DLS2)
10/100 Base-T Ethernet
USB, DVD, and HDD Controller
XGPU to MCPX bus
AMD HyperTransport
8 bits wide
400 MHz (800 MHz effective)
800 megabytes per second bandwidth
Main Memory
Micron 64 Megabytes DDR (Double Data Rate) SDRAM
128 bits wide
200 MHz (400 MHz effective)
400 megabits per second per pin
6.4 gigabytes per second bandwidth