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徐元直 |
發表於: May 22 2005, 15:54
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![]() 攤抖首領 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 發表數: 7,913 所屬群組: 君主 註冊日期: 9-18-2003 活躍:59 聲望:4176 ![]() |
轉載自XBOX-360.cn, 作者:叉包飯斯DKCK
中文獨家首發:XBOX-360.cn (時間比較倉促,涉及硬件專業領域的術語如有誤譯,請各位包涵、指正!) 中央處理器CPU Cell (1個PowerPC核心 + 7個以 3.2 GHz 頻率運作的協同處理器) |X360 Cpu (3個PowerPC核心) X360核心的優勢和不足 - 為三個同步核心編程要比對一個處理器編程容易許多 - 強勁的單線程表現,但只能運行在受限制的線程數下 - 多線程編程比較困難,但遠遠沒有為Cell編程困難 - 最好的概括就是:是個“條條大路通羅馬”的解決方案。 Cell核心的優勢和不足 - Cell是一顆強勁的平行向量處理器 - 在運行多重浮點運算任務時表現出色(如遊戲引擎、視頻編碼解碼等) - 編程困難──所有的軟件必須做特別優化 - 單線程表現糟糕 - 沒有硬件的分支預警結構,在運行復雜的分支運算時表現尤其糟糕(如人工智能代碼) - 高度專業化的解決方案,Cell是第一顆也是最重要的一顆多媒體處理器,非常適合HDTV和遊戲主機的應用。是個兩極分化的核心──在運行遊戲引擎方面非常強;但在人工智能編碼方面非常弱。 顯示核心GPU 參考:今天最高端的6800ultra級顯示核心擁有16條像素渲染管線,和6條陰影渲染管線,總共222百萬個晶體管。 X360的優勢和不足 - ATI的下一代GPU (即R500) 擁有獨特的架構──統一的頂點、陰影和像素渲染引擎。擁有48條統一的引擎,會自動分配具體的功能。 - 更容易編程,不過理論上峰值較獨立的渲染管線有所降低。 - 10MB的幀緩沖,允許“自由的”反鋸齒效果,但限定在720p的分辨率上。 - 晶體管數量未知 PS3 GPU的優勢和不足 - 官方聲稱擁有300百萬個晶體管,和改進的像素和頂點渲染管線。具體數目未知。從6600GT的160白萬個晶體管到6800ultra的222百萬個──可以推測,PS3的GPU擁有24條像素渲染管線和大約10∼12條陰影渲染管道。有理由相信PS3的GPU將兩倍強大於6800Ultra的能力。 - 獨立的渲染管線運行更快但難以編程。 內存Memory X360 512MB統一的DDR3內存,GPU和CPU共享。 靈活性是其顯著的優勢。缺點是兩者不得不共享。遊戲開發者可以按照愛好自由地分配,如五五開或三七開等等。 PS3 Cell有256MB XRD GPU有256MB DDR3 優勢在於每個核心都有獨立的內存,速度更快,但都限制在256MB。而X360最大可以達到512MB,但Cell只能止步於256MB。 帶寬Bandwidth X360 • 22.4 GB/s 內存界面帶寬 • 256 GB/s EDRAM 內存帶寬 • 21.6 GB/s 前端總線 10MB的幀緩沖,256GB/s的帶寬是X360GPU的主要優勢;這意味著R500不會被帶寬所限制,允許自由的反鋸齒和其他影像特效。但代價就是寫實般的畫面只能限定在720p。再向上只能減幀 開發者應該有變通的辦法。就像原來的PS2限制在4MB幀緩沖上;而NGC則只有2MB幀緩沖。 PS3 主內存 25.6GB/s VRAM 22.4GB/s RSX 20GB/s (寫) + 15GB/s (讀) < 2.5GB/s (寫) + 2.5GB/s (讀) 相當標準。 視頻輸出Video Output X360 一個DVI輸出端口,支持所有的HD(高清晰)分辨率(包括1080p和1080i)。注意大部分遊戲很可能都運行於720p下,減幀運行於1080p下。就像GT4在PS2上那樣。 PS3 兩個HDMI端口 (寫保護DVI、音頻聯合接口) ,因此可以連接兩台HDTV。HDMI是個全新的接口。 但是,如果你真的想這麼做,那麼不得不讓同一款遊戲在1080p下運行於一台電視上,另一台電視的分辨率只能達到720p。 其他的都是浮雲……The rest are extras 以下所有的功能只會增加成本,對遊戲本身的提升毫無幫助。PS3這方面顯得尤其臃腫: 兩個以太網接口 內建Wi-Fi 藍牙 多種閃存接口(SD、記憶棒等) 藍光光驅 以上PS3增加的功能,全部加起來要有100美刀。 結論 X360和PS3的機能在同一水平上,只是在設計思想上的解決方案不同。 X360機能燒弱,但更加靈活,易於編程;PS3理論上更為強勁,但靈活性不佳,也難以編程。 原文如下: 引用: ---------------------------------------------------------------- CPU: Cell (1 PPC + 7 units) vs X360 Cpu (three PPC cores) X360 advantages and disadvantages - much easier to program for 3 symmetric processors than an asymmetric processor - strong single thread performance, but can only run limited number of threads - multithreading is difficult to program for but NO WAY near as hard as for the cell - Best described as a jack of all trades approach Cell Advantages and disadvantages - The cell is a massively parallel vector processor - excellent for running multiple floating point tasks such as (game engine, encoding and decoding video) - Difficult to program for -- ALL software has to be optimized - Poor single thread performance - NO hardware Branch prediction, Extremely poor at running complicated branched code (like A.I. code) - Highly specialized approach, the cell is first and foremost an MULTIMEDIA processor that is best suited for HDTVs and a gaming consoles processor second. It offers extremes -- very good at running game engine, very poor at A.I. code. GPU: Today's top of the line 6800ultra has 16 pixel pipelines and 6 shader pipelines and is made up of 222 Million Transistors X360 advantages and disadvantages - ATI's next gen GPU (the R500) has a as unique architecture -- UNIFIED vertex/shader and pixel pipelines. It has 48 of these units that are automatically assigned a function - Easier to program for but has a less higher theoretical peek than independet pipelines - 10MB framebuffer that allows for "Free" anti-aliasing but limited resolution to 720P. For higher resolutions you "upsample" - Unknown number of transistors (look for this number in the future) PS3 GPU: - officially stated to have 300 Million transistors with fixed pixel and vertex pipelines. Numbers not disclosed. If 6600GT is about 160 Million transistors, the 6800ultra 222 Million -- it is very likely that the PS3 GPU has 24 pixel pipelines and about 10-12 shader pipelines. I find it very easy to believe that the this GPU will be about twice as powerful as a 6800Ultra - independent pipelines are faster BUT are harder to program for Memory: X360 512Mb of unified DDR3 memory with is shared by BOTH the GPU and CPU. Flexiablity is the obvious advantage. Disadvantage is that they have to be shared. Game developers can split the memory any way they like 50:50, 30:70 etc PS3 256MB XRD for the cell 256MB DDR3 for the GPU advantage is that the each has its own faster memory but each is limited to 256mb. While the CPU in the X360 can have a max of 512mb, the cell is stuck with 256mb. Bandwidth: X360 • 22.4 GB/s memory interface bus bandwidth • 256 GB/s memory bandwidth to EDRAM • 21.6 GB/s front-side bus 256GB/s from the 10mb frame buffer gives the X360 GPU a major advantage; it means the R500 isn’t limited by bandwidth and allows for free Antialiasing and a host of other effects. But the cost is that internal resolution is realistically limited to 720P. They may find a way around it. The original PS2 had on-die 4mb frame buffer. The game cube had off-die 2mb frame buffer. PS3 Main RAM 25.6GB/s VRAM 22.4GB/s RSX 20GB/s (write) + 15GB/s (read) < 2.5GB/s (write) + 2.5GB/s (read) Pretty standard. Video Output: X360 Single DVI-output support sall HD resolutions (including 1080P and 1080i). Note that most games will probably be rendered at 720P but upsampled to 1080P like GT4 did with the PS2. PS3 Dual HDMI (copy-protected DVI that combines audio) so that you can hook up two HDTVs. HDMI is a new format. BUT for those of you who tried doing this on your computer, if a game runs @ 1080P single TV, you have to drop the resolution down on each TV to 720P so that you can have both. The rest are extras That only increase costs and don’t make gamming any better. PS3 has a lot of fat Dual eithernet Built-in wi-fi Bluetooth Multi-types of flash memory slots (SD, memory stick etc) blueray The above probably adds $100 extra to PS3 Conclusion X360 and PS3 are about the same in power but approach it with different philosophy. X360 is less powerful BUT more flexible and easier to program for. PS3 is theoretically more powerful but less flexible and harder to program. -------------------- ......
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徐元直 |
發表於: May 22 2005, 15:55
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![]() 攤抖首領 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 發表數: 7,913 所屬群組: 君主 註冊日期: 9-18-2003 活躍:59 聲望:4176 ![]() |
根據CNN的分析和估算,想要基本體驗下一代主機XBOX360的諸多先進性,玩家至少要付出1710美元。
玩家花費分別為: 1.399美元:Xbox360主機價格,CNN稱,Xbox360實機售價很有可能比原先預計高出100美元。 2.59.99:一款高質出色的代表遊戲(遊戲廠商已經表示,最出色的Xbox360遊戲定價將比Xbox最高定價高5至10美元) 3.1000美元:一台支持HD高分辨率的電視機。 4.250美元:環繞立體音響。 CNN將Xbox360花費作為頭條報道,歸根結底只想告訴我們:體驗下一代主機?成本更高,大家做好心理準備。 -------------------- ......
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徐元直 |
發表於: May 22 2005, 15:59
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![]() 攤抖首領 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 發表數: 7,913 所屬群組: 君主 註冊日期: 9-18-2003 活躍:59 聲望:4176 ![]() |
![]() 微軟購買大批G5的照片,對外發布這張照片的微軟員工已被開除。 微軟要蘋果G5幹嘛?原來新XBOX的軟件開發都是在這上面弄的。 -------------------- ......
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諾誠 |
發表於: May 22 2005, 16:41
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![]() 九品官 ![]() ![]() ![]() ![]() 發表數: 86 所屬群組: 一般 註冊日期: 5-03-2005 活躍:1 聲望:未有評價 ![]() |
謝謝徐生你註盡的資料,不妨講下你對這二機有沒有興趣乎?
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徐元直 |
發表於: May 22 2005, 16:55
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![]() 攤抖首領 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 發表數: 7,913 所屬群組: 君主 註冊日期: 9-18-2003 活躍:59 聲望:4176 ![]() |
送給我的話我很有興趣,自己買的話......我太窮了。
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暗影魂 |
發表於: May 23 2005, 11:43
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![]() 七品官 ![]() ![]() ![]() ![]() ![]() ![]() 發表數: 321 所屬群組: 一般 註冊日期: 9-27-2003 活躍:2 聲望:1 ![]() |
其實機能強弱小弟覺得倒不是重點,一些新科技故而欣賞,好像藍芽手制,甚至blueray光碟,但軟件的遊戲性才是重點,好像square的重點作FF系列,小弟由FFVIII之後已經無再玩了,因為遊戲變得只重點畫面和虐待我這等老玩家,要我不斷3D立體玩一些小遊戲,去換取道具、過關,根本一點都唔開心,辛苦地捱完一版,下一版更難,我不是說難度提升有問題,而是覺得遊戲考驗的變成我的動態視力和手眼協調性,即使去買攻略回家亦不見得有所改善,結論是我的身體已經追唔上遊戲的速度[炸],然後?PS2買了回家只買了歷代的WINNING ELEVEN,PS倒還有買了武藏傳和機械人大戰F,反而經常沈迷於超級任天堂的世界,在不斷前進聲畫表現同時,廠商似乎忘記了從玩家的角度出發去開發軟、硬件,早前PSP和NDS推出,PSP的強大性能確吸引了不少所謂的潮人去購買,但小弟卻買了NDS,原因?因為NDS以2D為主囉[逃],兩畫面和遊戲的特色都相當不俗,PSP,MP3我有IPOD、加上耗電量高,遊戲?90%是PS/PS2移植,PS2我都無玩,更何況PSP呢?
所以次世代主機,還是看清楚再說吧,或者小弟最後會買任天堂的REVOLUTION呢 ![]() -------------------- 天地有正氣,人間一公義。
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