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Polygons
*Note: the Xbox's polygon specs aren't officially confirmed*
Gamecube: 6 to 12 million polygons per second (conservative, but realistic estimate)
PlayStation 2: 75 million polygons per second (realistically first-gen games are more like 3-5 million)
Xbox: 150 million polygons per second (does not consider real gameplay environments)
Dreamcast: Roughly 3 million polygons per second
Nintendo 64: Around 150,000 polygons per second
PlayStation: Around 360,000 polygons per second (lacks comparable effects)
MHZ speed
Gamecube: 405MHz
PlayStation 2: 300MHz
Xbox: 733MHz
Dreamcast: 200MHz
Nintendo 64: 93MHz
PlayStation: 33MHz (how can this be true)
Memory
Gamecube: 3.2 GB/s (Gigabytes per second)
PlayStation 2: 3.2 GB/s (Gigabytes per second)
Xbox: 6.4GB/s (Gigabytes per second)
Dreamcast: 800 MB/s (Megabytes per second)
Nintendo 64: 500 MB/s (Megabytes per second) or about 0.5 GB/s
PlayStation: 132 MB/s (Megabytes per second)
Software Format
Gamecube: mini-DVD, 1.5 GB capacity
PlayStation 2: DVD, 4.7 GB capacity
Xbox: DVD, 4.7 GB capacity
Dreamcast: CD, 1 GB capacity
Nintendo 64: Cartridge, 64MB capacity (so far)
PlayStation: CD, 650 MB capacity
What's your opinion on this and will this affect your plan for the next console?
*phew now must start new topic*
That's why right now I'd rather have a DC than a PS2 at the moment. For now, I'm happy with my N64.
Polygons
*Note: the Xbox's polygon specs aren't
> officially confirmed*
Gamecube: 6 to 12 million polygons per
> second (conservative, but realistic estimate)
Correct
PlayStation 2: 75
> million polygons per second (realistically first-gen games are more
> like 3-5 million)
Ps2 will never reach 75 million. Even if the processor can produce this many polys, the lack of VRAM means that they can't be put on screen! More likely is 12 million
Xbox: 150 million polygons per second (does not
> consider real gameplay environments)
But with special effects, lighting etc will only get to 20/25 million
Dreamcast: Roughly 3 million
> polygons per second
Actually this was an understatement, as Sega have refined their codes so much the DC can pull off over double this number! Shenmue goes up to 3 million, but shenmue 2 will have about 5/6million!
Nintendo 64: Around 150,000 polygons per
> second
PlayStation: Around 360,000 polygons per second (lacks
> comparable effects)
MHZ speed
Gamecube: 405MHz
PlayStation 2: 300MHz
But with no VRAM, this goes to waste!
Xbox: 733MHz
Dreamcast: 200MHz
Nintendo 64: 93MHz
PlayStation: 33MHz (how can this be true)
PSX is more powerful than N64 for one reason- the N64's processor does everything from sound to special effects. The PSX on the other hand has specialised processors for these, and has an archetecture that allows maximising the processor.
>
Memory
Gamecube: 3.2 GB/s (Gigabytes per second)
PlayStation 2: 3.2 GB/s (Gigabytes per second)
But PS2 dvd games cannot be read this fast, so this number is nonsense! Same with gamecube
Xbox: 6.4GB/s
The benefit of this is that games can be loaded on to the hard disc, and then read from that with almost no loading!
Dreamcast: 800 MB/s (Megabytes per second)
Again, GDs cannot be read this fast, so although this is the max speed, it will never happen.
Nintendo 64: 500 MB/s (Megabytes per second) or about 0.5 GB/s
However, it uses carts that can be accessed at any point almost instantly, so this number, although lower than the rest, produces no loading!
PlayStation: 132 MB/s (Megabytes per second)
Software
> Format
Dreamcast: CD, 1
Actually, DCs use GD ROMS- discs bigger than CDs that hold 1GB (approx.) They are propriety and can be read faster.
Numbers mean nothing.
SonicRav
1) Advertising - Who advetises best usually gets the goods.
2) Third party support - This was why Sony hammered Nintendo and why Sega have a real chance of standing up in this market. The third developers really make or break a system and all told this explains the failure of N64. Sega have collected a nice selection of support whilst Sony own nearly everything.
3) Connected to above, how easy a system is to develop for. he easier the system the more likely it is to attract support. This is why Saturn failed. The Saturn was originaly designed as a 2d system but coming up to its release Sega suddenly realised that it needed to be 3d. They promptly stuffed all sorts of stuff into Saturn making it impossible to develop for.
Sony won the last battle beacuse they had the support, the market ability and the ease of development.
Stats are usually irrelevent! :-)
It may not have the best stats but then again 99% of the other consoles stats will never be used and are just chattin jibberish.
At the moment though... the dreamcast rules and the stats of that machine aren't great compared to the PS2.
Never has a GB been taken up fully in any DC game, i personally dont think that the PS2 will take up more than 1.5GB in ANY game and neither will the Xbox, unless of course Bill gates wants to add all his personally downloades pictures of the computer he loves the iMac and G4 in the game disks.
But u never know, stranger things have happened.
The only console that has realistic stats is the GC and this is by far the easiest to develop for!!!
Lets not compare the consoles, lets just all reserve are GC!
unless u want to get a DC which at the moment is wicked.