Umm... Who's been saying the Wii is as powerful as the PS3? The 360 I could see, but the Wii? Come on.
Gonna have to call BS on #6 despite my lack of love for Sony.
The PS1 is a 32bit 33Mhz MIPS R3501 with 2MB RAM and a 132MB/sec bus, and no FPU. It could generate about 30 MIPS peak (~17 average), roughly 486 class. The onboard geometry transform engine could give about 66MIPS itself, and could handle about 360k flat shaded polys/sec, or 180k with texture maps.
The PS2's "Emotion Engine" was a 64bit 300Mhz MPS R5900 CPU with 32MB of RAM and a 3.2GB/sec bus. It could generate about 450 MIPS peak, and with the two vector units about 6.2Gigaflops of floating point. The 150Mhz "Graphics Synthesizer" accompanying it could do 75M flat shaded polys/sec, half that with 1 texture, quarter with 2, and up to 4 passes. It had a 2.4Gpixel/sec fillrate over a 2560 bit memory bus with 16 pixel pipelines.
There's really about a 15-20x compute power differential there any way you slice it. Saying the PS2 was only 3x as powerful as the PS1 is
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Gonna have to call BS on #6 despite my lack of love for Sony.
The PS1 is a 32bit 33Mhz MIPS R3501 with 2MB RAM and a 132MB/sec bus, and no FPU. It could generate about 30 MIPS peak (~17 average), roughly 486 class. The onboard geometry transform engine could give about 66MIPS itself, and could handle about 360k flat shaded polys/sec, or 180k with texture maps.
The PS2's "Emotion Engine" was a 64bit 300Mhz MPS R5900 CPU with 32MB of RAM and a 3.2GB/sec bus. It could generate about 450 MIPS peak, and with the two vector units about 6.2Gigaflops of floating point. The 150Mhz "Graphics Synthesizer" accompanying it could do 75M flat shaded polys/sec, half that with 1 texture, quarter with 2, and up to 4 passes. It had a 2.4Gpixel/sec fillrate over a 2560 bit memory bus with 16 pixel pipelines.
There's really about a 15-20x compute power differential there any way you slice it. Saying the PS2 was only 3x as powerful as the PS1 is
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