The best system out there, with the best grapphics, dont belive me here are the specs.
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 Channels:64 (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
PS2
CPU: 128 Bit "Emotion Engine"
System Clock: 300 MHz
System Memory: 32 MB Direct Rambus
Memory Bus Bandwidth: 3.2 GB per second
Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
Floating Point Performance: 6.2 GFLOPS
Compressed Image Decoder: MPEG2
Graphics
Clock Frequency: 150MHz
DRAM Bus bandwidth: 48 GB Per Second
DRAM Bus width: 2560 bits
Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
Maximum Polygon Rate: 75 Million Polygons Per Second
3D CG Geometric Transformation: 66 million Polygons Per Second
Audio
Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
l/O
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)
Communication: via PC-Card PCMCIA
Disc Media: DVD-ROM (CD-ROM compatible)
GameCube
⢠Contemporary cube shape
⢠4 controller ports
⢠2 memory card slots
⢠Capacity for future modem/broadband connection
⢠485MHz custom CPU with 162MHz custom graphics processor
⢠40MB total memory; 2.6 GB per second memory bandwidth
⢠12M polygons per second; texture read bandwidth 10.4 GB per second
⢠64 audio channels
⢠Dimensions 4.5" x 5.9" x 6.3"
Technical Data
ATI Flipper
⢠162 MHz
⢠4 pixel pipelines
⢠1 texel per pixel pipeline
⢠4 texels per clock cycle (4 pixels with 1 texel per pixel)
⢠Maximum of 8 texture layers per rendering pass (done in 8 clock cycles)
⢠650 megapixels per second
⢠650 megatexels per second
⢠Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
⢠Perspective-Correct Texture Mapping
⢠Bump Mapping
⢠Environment Mapping
⢠24-bit Z Buffer
⢠S3TC Texture Compression
⢠Subpixel Anti-Aliasing
⢠Geometry and Lighting Engine
⢠33 million polygons per second (peak)
⢠6 million to 12 million polygons per second (with effects)
⢠Hidden Surface Removal (HSR) based on early Z-test
⢠Virtual Texture Design
⢠2MB Embedded Frame Buffer
⢠1MB Embedded Texture Cache
⢠10.4 gigabytes per second texture cache read bandwidth
⢠scene texture data stored in 24MB 1T-SRAM main memory
⢠8.6 GFLOPS
⢠Custom Macronix 16-bit DSP Sound Processor
⢠81 MHz
⢠64 voices
⢠ADPCM encoding
⢠sound data stored in 16MB A-Memory
IBM Gekko CPU
⢠PowerPC
⢠485 MHz
⢠32-bit integer
⢠64-bit floating-point
⢠64KB L1 cache (32KB instruction + 32KB data)
⢠256KB L2 cache
⢠1125 Dhrystone 2.1 MIPS
⢠1.94 GFLOPS
CPU external bus
⢠64 bits wide
⢠162 MHz
⢠1.3 gigabytes per second bandwidth
Main Memory
⢠24 Megabytes MoSys 1T-SRAM
⢠64 bits wide
⢠325 MHz
⢠325 megabits per second per pin
⢠2.6 gigabytes per second bandwidth
A-Memory
⢠16 Megabytes DRAM
⢠8 bits wide
⢠81 MHz
⢠81 megabits per second per pin
⢠81 megabytes per second bandwidth
Storage
⢠3-inch Optical Disc Technology (1.5 gigabytes)
⢠memory cards
Doesnt need one, its all self explanitory.
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The best damn car out there with its light wait rotary engine, not only is it good, but damn does it looks "Freakin Sweet!"
Bob: "Hey look at that sweet Honda Civic"
George: "Fuck that slow peice of shit, look at that RX7!!!! it will smoke that stupid rice rocket."
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