There's a lot of baseless system flames going on, and then alot of fanboyisms slapped back. Cite sources. Can't find sources? For those to lazy to look at the Wikipedia articles these are copied from, just look here. (Note, there may be ctrl+v errors.)
EDIT > Since I'm aware that the info for PS3 and Wii will keep changing.
http://en.wikipedia.org/wiki/Ps3http://en.wikipedia.org/wiki/Wii
Consoles
Nintendo Wii
Processors:
* CPU: IBM PowerPC processor codenamed "Broadway" (made with a 90 nm SOI CMOS process[2])
* GPU: ATI "Hollywood" (made with a 90 nm CMOS process, [24])
Memory:
* Amount of RAM unknown
Ports and peripheral capabilities:
* Up to Four Wii Remote controllers (connected wirelessly via Bluetooth)
* One SD memory card slot[2][24]
* Two USB 2.0 ports
* One Sensor Bar port
* Four Nintendo GameCube controller ports
* Two Nintendo GameCube memory card ports
* Compatible with optional USB 2.0 Ethernet LAN adaptor
Storage:
* 512 MB built-in flash memory
* Expansion available via SD card memory and USB mass storage[11]
* Slot-loading disc drive compatible with:
o 12cm Wii optical disc (4.7 GB Single layer or 8.7 GB Dual Layer)
o 8cm GameCube optical disc
o DVD Video (dongle required)
* Virtual Console games accessed from flash memory
Built-in content ratings systems:
* PEGI, ESRB, CERO, and OFLC
Networking:
* Wi-Fi by Broadcom
* Standardized Bluetooth by Broadcom
Video:
* Up to 480p[25] and will work with a computer monitor as well as any TV or projector[25]
* Component (including Progressive scan), composite or S-Video output
* 16:9 support
Audio:
* Main: Stereo - Dolby Pro Logic II-capable[26]
* Controller: Built-in speaker
Sony Playstation3
Central processing unit (CPU)
3.2 GHz Cell multi-core processor: 1 PowerPC-based "Power Processing Element" and 8 3.2 GHz Synergistic Processing Elements (SPEs). The PPE has a 512 KB L2 cache and one VMX (AltiVec) vector unit. Each of the eight SPEs is a RISC processor with 128-bit 128 SIMD GPRs and superscalar functions. Each SPE has 256 KB of L1 cache/software-addressable 4.8 GHz SRAM.
Only seven SPEs are active; the eighth is redundant, to improve yield. If one of the eight has a manufacturing defect, it is disabled without rendering the entire unit defective. Additionally, one SPE is reserved for use by the system's OS, leaving six SPEs directly available to applications.
Graphics processing unit (GPU)
The rear of the 20GB PlayStation 3 as it was shown at E3 2006. AC IN, AV MULTI OUT, DIGITAL OUT and an RJ-45 network port are visible.
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The rear of the 20GB PlayStation 3 as it was shown at E3 2006. AC IN, AV MULTI OUT, DIGITAL OUT and an RJ-45 network port are visible.
Custom RSX or "Reality Synthesizer" design co-developed by NVIDIA and Sony:
* Based on NVIDIA G71 architecture, otherwise known as NV47
* Clocked at 550 MHz
* 128-bit DDR memory interface
* 211.2 GFLOPS programmable (384 FLOPS per clock)
* 1.8 TFLOPS
* Multi-way programmable parallel floating point shader pipelines
* 136 shader operations per clock
* 74.8 billion shader operations per second (100 billion with CPU)
* 24 2D texture lookups per clock
* 1.1 billion vertices per second
* 128-bit pixel precision offers rendering of scenes with high dynamic range imaging
* Full high definition output (up to and including 1080p)
Memory
500 MB, though it is split into..
* 256 MB Rambus XDR DRAM clocked at CPU die speed (3.2 GHz)
* 256 MB GDDR3 VRAM clocked at 700 MHz
Theoretical system bandwidth
* 204.8 GB/s Cell Element Interconnect Bus (Theoretical peak performance)[22]
* Cell FlexIO Bus: 35 GB/s outbound, 25 GB/s inbound (7 outbound and 5 inbound 1Byte wide channels operating at 5 GHz) (effective bandwidth typically 50-80% of total)[23]
* 25.6 GB/s to Main Ram XDR DRAM: 64 bits × 3.2 GHz / 8 bits to a byte
* 22.4 GB/s to GDDR3 VRAM: 128 bits × 700 MHz × 2 accesses per clock cycle (one per edge) / 8 bits to a byte
* RSX 20 GB/s (write), 15 GB/s (read)
* SB 2.5 GB/s write and 2.5 GB/s read
Audio/video output
Video
* Supported screen resolutions: 480i, 480p, 720p, 1080i, 1080p
* Multiple AV outputs
o Composite
o S-Video
o Component video (output up to and including 1080p)
o HDMI port (Digital video output; 60 GB model only)
Sound
* S/PDIF optical output for digital audio
* Dolby TrueHD 5.1 minimum (Blu-Ray movies only; compatible sound equipment required)[citation needed]
* DTS-HD
* LPCM (DSP functionality handled by the Cell processor)
* Dolby-HD
Storage
* Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-R, BD-RE. 2x (9.0MB/sec)
* DVD: PlayStation 2 DVD-ROM, DVD-Video, DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW. 8x (11.0MB/sec max)
* CD: PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R, CD-RW. 24x (3.5MB/sec max)
* SACD: SACD Hybrid (CD layer) SACD HD. 2x
* Hard Drive: Pre-Installed 20 GB / 60 GB (depending on package), 2.5", detachable/upgradeable, with Linux pre-installed.[24][25]
* Flash memory interfaces (60 GB model only):
o Memory Stick
o CompactFlash
o SD/MMC
Communications
* One Gigabit Ethernet Port
* USB 2.0 (x4)
* Bluetooth 2.0
* Wi-Fi (60 GB model only)
o IEEE 802.11b/g
Microsoft Xbox360
Central processing unit
Xbox 360 CPU with some thermal paste left on it
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Xbox 360 CPU with some thermal paste left on it
The CPU, named Xenon (Microsoft) or Waternoose (IBM) is a custom IBM triple-core PowerPC-based design.[23]
* 90 nm process, 165 million transistors (65 nm process SOI revision in 2007[24])
* Three symmetrical cores, each one SMT-capable and clocked at 3.2 GHz
* One VMX-128 SIMD unit per core
* 128×128 register file for each VMX unit
* 1 MB L-2 cache (lockable by the GPU) running at half-speed (1.4 GHz) with a 128bit bus
* 34 GB per second of L-2 memory bandwidth (256bit x 100 MHz)
* dot product performance: 9.1 billion per second
* 98 GFLOPS theoretical peak performance
* ROM storing Microsoft private encrypted keys
Graphics processing unit
Xbox 360 GPU; note the smaller eDRAM die to the left of the main Xenos die.
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Xbox 360 GPU; note the smaller eDRAM die to the left of the main Xenos die.
The "Xenos" GPU is a custom chip designed by ATI. (Developed under the name "C1", sometimes "R500")[25] The chip contains two separate silicon dies: the parent GPU and the daughter eDRAM.
* 315 million transistors total
* 500 MHz parent GPU (90 nm TSMC process, 235 million transistors)
* 300 MHz 10 MB daughter embedded DRAM framebuffer (90 nm process, 50 million transistors)
o NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing.
o 8 render output units
* 48-way parallel floating-point dynamically-scheduled shader pipelines
o Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
o Support for DirectX 9.0 Shader Model 3.0
o MEMEXPORT shader function
o 2 shader ALU operations per pipeline per cycle (1 vec4 and 1 scalar, co-issued)
o 160 programmable shader operations per cycle (48 ALUs x 2 ops + 16 texture fetch + 32 control flow + 16 vertex fetch)[26]
o 80 billion shader operations per second (160 ops per clock cycle x 500 MHz)
o 240 GFLOPS programmable[26]
* 16 filtered or unfiltered texture samples per clock
* Maximum polygon performance: 500 million triangles per second
* Texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
* Pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)[25]
* Dot product operations: 24 billion per second or 33.6 billion per second theoretical maximum when summed with CPU operations
Memory
* 512 MB 700 MHz GDDR3 RAM (Total system memory is shared with the GPU via the unified memory architecture) produced by Samsung.
System bandwidth
The system bandwidth comprises:
* 256 GB/s eDRAM internal logic to eDRAM internal memory bandwidth
* 32 GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)
* 22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)
* 21.6 GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)
* 1 GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)
Audio
* All games must support at least six channel (5.1) Dolby Digital surround sound using optical output
* Support for 48 kHz 16-bit audio
* 320 independent decompression channels
* 32 bit processing
* 256+ audio channels
* No voice echo to game players on the same Xbox console; voice goes only to remote consoles
* Voice communication is handled by the console, not by the game code. This allows players to communicate online even if they are playing different games.
* Uses XMA codec (based on WMA Pro)
Video
Although all games were once required to support a 16:9 aspect ratio, and a HD resolution of 720p with 2x full scene anti-aliasing enabled as a minimum, those requirements seem to have been dropped. An anonymous developer was quoted as saying that "even 2xMSAA is not required by Microsoft anymore,"[27] and Project Gotham Racing 3 has been shown to be internally rendered at a resolution of 1024x600.[28] The GPU can cross convert the native game resolution to other display resolutions (480i SDTV, 480p, 720p, and 1080i) depending on the native resolution of the display it's connected to, and dynamically crop or scale 16:9 to fit 4:3 screens.
Supported resolutions
Resolution Aspect Ratio Megapixels Standard Output (RGB via VGA connector or SCART)
640x480 Interlaced 4:3 0.31 interlaced 480i Composite video / S-Video / Component video / RGB
640x480 4:3 0.31 VGA / 480p Component video / RGB
848x480 16:9 0.41 WVGA / Widescreen 480p RGB
1024x768 4:3 0.79 XGA RGB
1280x720 16:9 0.92 720p Component video / RGB
1280x768 5:3 0.98 WXGA RGB
1360x768 16:9 1.04 WXGA RGB
1280x1024 5:4 1.31 SXGA RGB
1920x1080 Interlaced 16:9 2.07 interlaced 1080i Component video
Supported codecs
* VC-1 at non-HD NTSC and PAL resolutions
* VC-1 or WMV will be used for streaming video
* VC-1 or WMV HD supports DVD quality and high definition quality video
* Bink Video is licensed for games like Project Gotham Racing 3
* Additional MPEG2 decoder for DVD video playback
DVD drive
A 12X DVD-ROM SATA drive, capable of reading DVD+R/DVD+RW discs and DVD-R/RW, is part of the console, with game titles shipping on single or dual-layer DVDs. Only 7GB of the 7.95GB capacity of a dual-layered DVD is available for developers to use for game content.[29] The disc drive also supports the CD-DA, CD-ROM, CD-R/RW, WMA-CD, MP3-CD, and JPEG Photo CD formats as well as DVD movies. There are two known suppliers of these drives for the Xbox 360: Hitachi-LG and Toshiba-Samsung. The Hitachi-LG drive is considerably noisy, so the Toshiba-Samsung drive has replaced it in the new shipment of consoles and is reasonably quiet.
Bill Gates has confirmed during his keynote speech at CES 2006 that an external HD DVD drive will be released for the 360 during 2006.[30] However, Peter Moore has stated that if HD-DVD loses the format war, Microsoft may also release an external Blu-Ray drive. This was later denied by Microsoft.[31] According to Japan's chief of Xbox operations Yoshihiro Maruyama, Microsoft will not release Xbox 360 games in the new disc formats.[32]
The price for the Xbox 360 and the HD-DVD bundle will apparently be lower than the price of the Premium PlayStation 3.[33]
Cooling
Both the GPU and CPU of the console have heatsinks. The CPU's heatsink uses heatpipe technology, to efficiently conduct heat from the CPU to the fins of the heatsink.[34] The heatsinks are actively cooled by a pair of 60 mm exhaust fans that push the air out of the case (negative case pressure). Active cooling makes the Xbox 360 considerably louder than a passively cooled console would be, although much of the noise produced by the 360 is actually a product of the DVD-ROM drive rather than the thermally controlled fans. There have been third-party modifications that watercool the console.[35]
Physical characteristics
Console
* Weight 3.5 kg (7.7 lb)
* 30.9 cm (L) x 25.8 cm (W) x 8.3 cm (H) (12.16 x 10.15 x 3.27 in)
Power supply
* 21.3 cm (L) x 7.6 cm (W) x 5.7 cm (H) (8.4 x 3 x 2.25 in)
Controllers
Nintendo Wiimote
The primary controller for Wii uses a one handed, remote control-based design, which, when turned on its side, can be used like a NES gamepad. The controller communicates wirelessly with the console via Bluetooth with the possibility to operate up to four controllers as far as ten meters from the console. Using internal sensors and an external sensor bar placed near the display screen, the movement and orientation of the Wii Remote, informally called the Wii-mote, can be sensed. The controller has vibrational force feedback functionality and an internal speaker for audio.
The Wii Remote features an expansion port with the possibility to augment the controller with various shells and add-ons. Nintendo has announced several such expansions, including a Nunchuk [sic] controller featuring an analog stick, a Classic Controller for playing games that require more traditional gamepad functionality (such as Virtual Console games), and a "Zapper Style" shell for traditional shooting gameplay. The Nunchuk controller will also have motion sensing capabilities.
Competitors' reactions have been muted. While Sony revealed the PS3's "Kinetic" controller that can sense movement and orientation in all 6 degrees (fully internal sensing of rotational orientation and translational acceleration) of motion at E3, representatives have denied that it was in response to the Wii's controller. Bill Gates stated that "moving that controller around -- it's something that's not mainstream for most games," giving an example of what might happen if someone just wanted to put the controller down but instead caused an undesired movement in a game because of the controller. Keita Takahashi expressed a disinterest in Wii because of Nintendo's emphasis on the freehand control interface over the classic control interface.
In an interview between Shigeru Miyamoto and Kotaku, Miyamoto revealed that Nintendo hopes to allow Wii controllers to be personalized for each gamer. Applications would include different game settings determined by the preferences of the controller that turned on the console.
Playstation DuelShock 3
At Sony's 2006 E3 press conference, a new PlayStation 3 controller design was revealed. The design was superficially very similar to a wireless version of the DualShock 2 controller, as opposed to the wireless "boomerang" prototype design showcased a year earlier.
The PlayStation 3 controller features a USB mini-B connector terminal at the top of the controller for charging the internal battery through USB, and also for wired play. There are four numbered LED indicators, to identify and distinguish multiple connected wireless controllers.
In addition to the basic design, the other major feature revealed at the press conference was the ability to sense rotational orientation and translational acceleration. A special version of the game Warhawk was used to demonstrate these new capabilities during the presentation of the new controller.
The 2005 "Boomerang" or "Banana" controller was officially abandoned.
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The 2005 "Boomerang" or "Banana" controller was officially abandoned.
The announcement of having a motion and tilt sensitive controller followed Nintendo's announcement of similar functionality in their Wii Remote controller at the Tokyo Game Show 2005. Sony executives have spoken on the matter, saying they are happy to admit they have not started the wave, but have jumped onto the wave, because they believe it will be one of the defining characteristics of next-generation gaming. Nintendo's Shigeru Miyamoto has called the similarity flattering, but unconcerning.
The rumble capability of the previous controllers was omitted, according to Sony, to prevent interference with motion sensing. This has resulted in a lighter controller. Immersion Corporation, who previously won a lawsuit on the DualShock 2's rumble functionality, has stated that they are certain that rumble features could be integrated with motion-sensing in the PS3 controller. They have offered to work on the technology pending an end to litigation.Some developers were not notified about the lack of rumble in the controller until late in development.
Some minor refinements have also been made to the controller. In place of the "Analog" button and light found on previous PlayStation controllers, a button with the PlayStation logo has been added to the center of the controller face, similar to the Guide button of the Xbox 360 controller. Some of the buttons have been raised from their previous versions, to enhance their pressure-sensitive analog functionality. In particular, the L2 and R2 shoulder buttons have been redesigned to allow for a much deeper depression range, making them more trigger like. The analogue sticks also have a wider range of motion and finer analog sensitivity—at 10-bit accuracy, an improvement upon the 8-bit accuracy of the previous models.
Microsoft S-Type 360
The Xbox 360 gamepad design is similar to the Type-S gamepad from the original Xbox. The black and white buttons have been replaced with the right and left bumpers and an Xbox Guide button has been added to the center. Wired gamepads feature a nine foot (2.74 m) long cord with a break-away feature. They can be used with any USB and Windows equipped computer. Wireless gamepads have a range of about 30 feet (~9 m) and use either two AA batteries or a NiMH rechargeable battery pack. When a gamepad is plugged in, or - in the case of wireless gamepads - turned on, a quadrant of the LED "Ring of Light" around the power button is lit up, indicating connection and ordering (1st player corresponds to the upper-left quadrant, 2nd player to upper-right, etc.). The "Ring of Light" also adorns the Xbox Guide button; it will flash in case of a low battery warning on the wireless gamepad.
As a first for console controllers, the wired version can be used as a PC gamepad out of the box without the use of any converters. Regardless of the green Xbox 360 packaging or the red PC packaging, it is the same controller either way- the only difference being that the PC package comes with a driver disc included, while the standard package requires users to download the PC drivers. The downside is that the Xbox Guide button is currently inoperable, but future driver updates are expected to support it. At E3 06, Microsoft announced a wireless adapter, which would allow wireless gamepads to be used on PCs.
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