Sony PSX ( the new playstation)
#1
Sony PSX ( the new playstation)
Well as usualy the US is getting shafted with not getting new products from Japan till way later. The Japaneese get this new PSX on Jan. 13'th. Thease guys pulled it apart for the hell of it, they got it first lol. The controllers are USB 1.1 with an option of a 160 GB or 150 GB harddrive. I WANT THIS SYSTEM lol
http://liksang.com/news.php?artc=3244
http://liksang.com/news.php?artc=3244
#5
Re:Sony PSX ( the new playstation)
whatever you think about microsoft...
xbox owns everything
ps2 can't even be compared to it... ps2 blows *** in my opinion... it runs all the games slow too :/
ps2
CPU: 128 Bit "Emotion Engine"
System Clock: 300 MHz
System Memory: 32 MB Direct Rambus <-- haha
Memory Bus Bandwidth: 3.2 GB per second
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
Floating Point Performance: 6.2 GFLOPS
3D CG Geometric Transformation: 66 million Polygons Per Second
Compressed Image Decoder: MPEG2
Graphics: "Graphics Synthesizer"
Clock Frequency: 150MHz
DRAM Bus bandwidth: 48 GB Per Second
DRAM Bus width: 2560 bits
Pixel Configuration: RGB:Alpha:Z Buffer (242)
Maximum Polygon Rate: 75 Million Polygons Per Second
Sound: "SPU2+CPU"
CPU Core: Current PlayStation CPU
Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
Sub Bus: 32 Bit
Interface Types: IEEE1394, Universal Serial Bus (USB)
GPU in the xbox is about as fast as the CPU in the ps2
xbox
CPU: 733 MHz chip crafted by Intel
Graphics Processor: 250MHz custom chip named XGPU, developed by Microsoft and nVIDIA
Total Memory: The RAM in the Xbox will be supplied by Micron, it will be 64 MB running at 200MHz DDR (Double-Data-Rate)
Memory Bandwidth: 6.4 GB/sec
Polygon Performance: 125 M/sec
Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)
Micropolygons/particles per second: 125 M/sec
Particle Performance: 125 M/sec
Simultaneous Textures: 4
Pixel Fill Rate - No Texture: 4.0 G/Sec (anti-aliased)
Pixel Fill Rate - 1 Texture: 4.0 G/Sec (anti-aliased)
Compressed Textures: Yes (6:1)
Full Scene Anti-Alias: Yes
Micro Polygon Support: Yes
Storage Medium: 2-5x DVD, 10GB hard disk, 8MB memory card
I/0: 2-5x DVD, 10GB hard disk, 8MB memory card
Audio Channels4 (up to 256 stereo voices)
3D Audio Support: Yes
MIDI DLS2 Support: Yes
AC3 Encoded Game Audio: Yes
Broadband Enabled: Yes
Modem Enabled: No
DVD Movie Playback: Remote control package required
Maximum Resolution: 1920x1080
Maximum Resolution (2x32bpp frame buffers +Z): 1920x1080
HDTV Support: Yes
Controller Ports: 4 USB Ports
gamecube
MPU ("Microprocessor Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron IBM Copper Wire Technology
Clock Frequency
485 MHz
CPU Capacity
1125 Dmips (Dhrystone 2.1)
Internal Data Precision
32-bit Integer & 64-bit Floating-point
External Bus
1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
System LSI
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
Texture Read
10.4GB/second (Peak)
Main Memory
2.6GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Filtering, Real-time Hardware Texture Decompression (S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter
The following sound related functions are all incorporated into the System LSI
Sound Processor
custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM encoding
Sampling Frequency
48KHz
System Floating-point Arithmetic Capability
10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with models, fully textured, fully lit, etc.)
System Memory
40MB
Main Memory
24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
A-Memory
16MB (81MHz DRAM)
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3 inch NINTENDO GAME CUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity
Input/Output
Controller Port x4 Memory Card Slot x2 Analog AV Output x1 Digital AV Output x1 High-Speed Serial Port x2 High-speed Parallel Port x1
Power Supply
AC Adapter DC12V x 3.5A
Main Unit Dimensions
4.3"(H) x 5.9"(W) x 6.3"(D)
xbox owns everything
ps2 can't even be compared to it... ps2 blows *** in my opinion... it runs all the games slow too :/
ps2
CPU: 128 Bit "Emotion Engine"
System Clock: 300 MHz
System Memory: 32 MB Direct Rambus <-- haha
Memory Bus Bandwidth: 3.2 GB per second
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
Floating Point Performance: 6.2 GFLOPS
3D CG Geometric Transformation: 66 million Polygons Per Second
Compressed Image Decoder: MPEG2
Graphics: "Graphics Synthesizer"
Clock Frequency: 150MHz
DRAM Bus bandwidth: 48 GB Per Second
DRAM Bus width: 2560 bits
Pixel Configuration: RGB:Alpha:Z Buffer (242)
Maximum Polygon Rate: 75 Million Polygons Per Second
Sound: "SPU2+CPU"
CPU Core: Current PlayStation CPU
Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
Sub Bus: 32 Bit
Interface Types: IEEE1394, Universal Serial Bus (USB)
GPU in the xbox is about as fast as the CPU in the ps2
xbox
CPU: 733 MHz chip crafted by Intel
Graphics Processor: 250MHz custom chip named XGPU, developed by Microsoft and nVIDIA
Total Memory: The RAM in the Xbox will be supplied by Micron, it will be 64 MB running at 200MHz DDR (Double-Data-Rate)
Memory Bandwidth: 6.4 GB/sec
Polygon Performance: 125 M/sec
Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)
Micropolygons/particles per second: 125 M/sec
Particle Performance: 125 M/sec
Simultaneous Textures: 4
Pixel Fill Rate - No Texture: 4.0 G/Sec (anti-aliased)
Pixel Fill Rate - 1 Texture: 4.0 G/Sec (anti-aliased)
Compressed Textures: Yes (6:1)
Full Scene Anti-Alias: Yes
Micro Polygon Support: Yes
Storage Medium: 2-5x DVD, 10GB hard disk, 8MB memory card
I/0: 2-5x DVD, 10GB hard disk, 8MB memory card
Audio Channels4 (up to 256 stereo voices)
3D Audio Support: Yes
MIDI DLS2 Support: Yes
AC3 Encoded Game Audio: Yes
Broadband Enabled: Yes
Modem Enabled: No
DVD Movie Playback: Remote control package required
Maximum Resolution: 1920x1080
Maximum Resolution (2x32bpp frame buffers +Z): 1920x1080
HDTV Support: Yes
Controller Ports: 4 USB Ports
gamecube
MPU ("Microprocessor Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron IBM Copper Wire Technology
Clock Frequency
485 MHz
CPU Capacity
1125 Dmips (Dhrystone 2.1)
Internal Data Precision
32-bit Integer & 64-bit Floating-point
External Bus
1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
System LSI
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
Texture Read
10.4GB/second (Peak)
Main Memory
2.6GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Filtering, Real-time Hardware Texture Decompression (S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter
The following sound related functions are all incorporated into the System LSI
Sound Processor
custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM encoding
Sampling Frequency
48KHz
System Floating-point Arithmetic Capability
10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with models, fully textured, fully lit, etc.)
System Memory
40MB
Main Memory
24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
A-Memory
16MB (81MHz DRAM)
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3 inch NINTENDO GAME CUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity
Input/Output
Controller Port x4 Memory Card Slot x2 Analog AV Output x1 Digital AV Output x1 High-Speed Serial Port x2 High-speed Parallel Port x1
Power Supply
AC Adapter DC12V x 3.5A
Main Unit Dimensions
4.3"(H) x 5.9"(W) x 6.3"(D)
#7
Re:Sony PSX ( the new playstation)
PSX DESR-7000 (Japanese version)
Sony
Your Price US$ 995.00 (~7,725.16 HKD)
Join the Team! Add a link to your web site or e-mail signature and get real cash directly from Lik Sang!
Shipping Weight: 8.9kg Product Measures 1.2cm x 32.3cm x 8.8cm
Usually ships within 1 to 2 days
Sony
Your Price US$ 995.00 (~7,725.16 HKD)
Join the Team! Add a link to your web site or e-mail signature and get real cash directly from Lik Sang!
Shipping Weight: 8.9kg Product Measures 1.2cm x 32.3cm x 8.8cm
Usually ships within 1 to 2 days
#8
Re:Sony PSX ( the new playstation)
Originally Posted by onyx
PSX DESR-7000 (Japanese version)
Sony
Your Price US$ 995.00 (~7,725.16 HKD)
Join the Team! Add a link to your web site or e-mail signature and get real cash directly from Lik Sang!
Shipping Weight: 8.9kg Product Measures 1.2cm x 32.3cm x 8.8cm
Usually ships within 1 to 2 days
Sony
Your Price US$ 995.00 (~7,725.16 HKD)
Join the Team! Add a link to your web site or e-mail signature and get real cash directly from Lik Sang!
Shipping Weight: 8.9kg Product Measures 1.2cm x 32.3cm x 8.8cm
Usually ships within 1 to 2 days
xbox has better hardware by sooooooooooo far its not even compareble
#9
Re:Sony PSX ( the new playstation)
BTW random, no offence but you tend to falsify info to make your case the strongest. IMO the gamecube is the fastest and i belive that is due to the better software coding and the size of data on the disk. BTW teh PSX is more than just agamin system, its what mickysoft has been trying to do for years, BE the entire entertainment center, so you not just buying the game system, your buying a TV tuner, VCR( tv replay deal), DVD player, and it looks as though it has a burner in it as well. And it uses standard cableing for once.
#10
Re:Sony PSX ( the new playstation)
lol i didn't false-ify anything. i took those straight off websites.
xbox works in 32bit. gamecube 24bit, ps2 32bit
xbox
Polygon Performance: 125 M/sec
Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)
ps2
Maximum Polygon Rate: 75 Million Polygons Per Second
i really couldn't see nintendo making better software than every single company on the earth that makes ps2 and xbox games.
i'll trust you and believe the gcube loads ---- faster, but it also doesn't have the same quality as a xbox...
what did nintendo do that is better/faster than c++ & directX
xbox uses win2000/winNT type OS right? windows NT isn't slow
xbox plays DVDs and mp3s
xbox works in 32bit. gamecube 24bit, ps2 32bit
xbox
Polygon Performance: 125 M/sec
Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)
ps2
Maximum Polygon Rate: 75 Million Polygons Per Second
i really couldn't see nintendo making better software than every single company on the earth that makes ps2 and xbox games.
i'll trust you and believe the gcube loads ---- faster, but it also doesn't have the same quality as a xbox...
what did nintendo do that is better/faster than c++ & directX
xbox uses win2000/winNT type OS right? windows NT isn't slow
xbox plays DVDs and mp3s