PlayStation 3The PlayStation 3 (PS3) (Japanese: プレイステーション3) is Sony's Seventh generation era video game console in the market-leading PlayStation series. The PlayStation 3 is slated for release this year[2]. Specifically, Sony representatives have informed video game store clerks to expect a North American shipment in Summer 2006, more narrowly defined as "somewhere between June and September." It is the successor to the PlayStation 2 and will mainly compete against the Nintendo Revolution and Xbox 360. Sony has announced that the PS3 will be backward compatible with earlier PS1 and PS2 games. At the moment, little more is known in public about the PS3 apart from its hardware specifications and reports that it will be based on open APIs for game development. HistoryThe PS3 was officially unveiled on May 16, 2005 by Sony during the E3 conference, where the console was first shown to the public. A functional version of the console was not at E3 or the Tokyo Game Show in September 2005, although some demonstrations were held on devkits and videos of soon-to-be released games created to run on systems with the same specs as the PS3 were presented, such as Metal Gear Solid 4 and Killzone 3. Cost and release dateWikinews has news related to this article: Sony unveils Playstation 3The system's retail price is not known.[3][4] Sony Computer Entertainment president and "father of the PlayStation" Ken Kutaragi points out "It'll be expensive" and "I'm aware that with all these technologies, the PS3 can't be offered at a price that's targeted towards households. I think everyone can still buy it if they wanted to," said Kutaragi to a mostly Japanese crowd. "But we're aiming for consumers throughout the world. So we're going to have to do our best [in containing the price]". In contrast Kazuo Hirai, president of Sony Computer Entertainment America, says the PS3 will not be expensive and that it will be competitively priced against the Xbox 360.[5] In the same magazine, Ken Kutaragi was interviewed, and expressed little concern over the PS3's possibly high launch price, believing that customers would be willing to pay extra for a superior product, as they had in the past for the original PlayStation (¥39,800 vs. 12,500 for the Super Famicom). Sony office press releases indicate a 2006[6] launch. Sony Blu-Ray standalone players are to be released early summer[7]. It is likely that standalone players will be released prior to PS3. An Inquirer article details internal Sony development: http://www.theinquirer.net/?article=28879 Manufacturing costsMerrill Lynch Japan estimates the PS3 manufacturing costs at 54,000 yen (U.S. $494) to make, not including labor, and they expect Sony to sell the Playstation 3 for less than its manufacturing cost. This means that buyers should be able to purchase a PlayStation 3 at a lower price than its actual manufacturing cost. Although manufacturing costs for Blu-Ray and the cell are unknown, it is safe to say like most new systems, they will lose money from the first year. The current nature of pricing in the video game industry is to sell the hardware at a loss, at least initially, and then recoup the losses from game sales and developer licensing. Hardware specificationsA simple comparison of the system architectures appears to indicate that the floating point capability of the PS3 is estimated to be greater than that of the Xbox 360. This comparison is based on the theoretical combined floating point capacity of the Cell microprocessor and the RSX GPU in the PS3 compared to the combined capacity of the Xenon CPU and Xenos GPU in the Xbox 360. The amount of completely programmable floating point capacity afforded by the Cell microprocessor is higher than the Xbox 360's CPU, while the floating-point performance of the two systems' GPUs, which are designed specifically for graphics rendering tasks, are somewhat closer to parity. These comparisons are based on estimates of theoretical maximum performance. Real-world performance for both systems will naturally be less, and the specifications of the PS3 may undergo major changes before the system is launched. Please see the section entitled overall floating-point capability for more details on this. According to a press release by Sony at the May 16, 2005 E3 Conference, the specifications of the PlayStation 3 are as follows. [8] Central processing unit3.2 GHz Cell processor with 8 Synergistic Processing Elements (SPEs). Only 7, however, are active. The 8th SPE is there for redundancy: if one of the other 7 are defective the 8th SPE will activate and stand in for the defective part. Graphics processing unitCustom "RSX" or "Reality Synthesizer" design co-developed by NVIDIA and Sony:
NVidia CEO Jen-Hsun Huang stated during Sony's pre-show press conference at E3 2005 that the RSX will be more powerful than two GeForce 6800 Ultra video cards combined. Nvidia has stated that the RSX will have a lot in common with the G70 architecture used in NVidia's GeForce 7 Series GPUs which were introduced in June of 2005. Since the G70 is also capable of carrying out 136 shader operations per clock, the RSX is expected to feature the same number of parallel pixel and vertex shader pipelines as the G70 (NVidia's top-of-the-line GeForce 7800 GTX 512 currently contains 24 pixel and 8 vertex pipelines), and clocked similarly to Nvidia's highest end PC GPU based on G70 (with speculation that the RSX chip will be reworked using the new G71 architecture topping 650-700 MHz) (again, the 7800 GTX 512 is clocked at 550 MHz, which is equivalent to the 550 MHz announced for the RSX). This places the clockspeed for both the 7800 GTX 512 and the RSX at approximately 28% faster than the 256 MB 7800 GTX. Clockspeed does not however indicate the performance of the GPU as ATI X1800 is also 20% faster than Nvidia 7800 but has similiar game performance. An Nvidia spokesperson was quoted in "Playstation Magazine" that the RSX shares a lot of inner workings with Nvidia 7800 which is based on G70 architecture. Nvidia 7800 GTX 512 MB was released a couple of months after this statement so it's believed to be a comparison between the RSX and the 7800 GTX 256 MB not the 7800 GTX 512 MB which is 30% faster. Memory
Theoretical system bandwidth
Since the RSX is connected to the XDR DRAM and GDDR3 RAM similar to a Turbo Cached GPU it can access both memory locations at the exact same time. This gives the RSX an effective 48GB/s when sending data to/from GPU and RAM. Overall floating-point capabilitySony comparison of PS3 performance in FLOPS with Xbox 360.In a slide show at their E3 conference, Sony presented the "CPU floating point capability" of the PlayStation 3's Cell CPU, and compared it to other CPUs. The presentation shows that one PS3 Cell CPU alone is capable of 218 GFLOPS, compared to the Xbox 360's Xenon CPU's 115 GFLOPS. In their official press release, the same statistic regarding the PS3 as a whole was reported to be over 2.1 TFLOPS. The figures are likely rounded estimations. It was unclear how these numbers were exactly calculated, possibly based on addition of the floating point capabilities of the processing units in the Cell CPU and those of the RSX GPU. The performance statistics given for the PS3 and XBox 360 in Sony's presentation were based on the theoretical maximum performance of the systems. Inevitably, real-world performance for both systems will be lower. Additionally, programmers may find it difficult, initially, to optimize their game engines to make the best use of the highly parallel architectures of both systems, further reducing real-world performance. According to an in-depth report compiled by IBM, the theoretical peak performance of a single SPE is 25.6 GFLOPS. The seven SPEs in the PS3, in addition to the VMX unit in the PPE, would yield a total combined single-precision floating point performance of 218 GFLOPS (the same figure quoted by Sony). It should be noted that this figure is an estimate based on ideal, 100% efficient operation of the processor. The floating-point capacity of the PS3 will significantly exceed that of the XBox 360, although it should be noted that Microsoft's console, due to its 3 symmetric fully featured processor cores (which are very similar to the Cell's PPE), may fare better on dynamically branching code, like that used for artificial intelligence. It should also be noted that floating-point performance is a single-dimensional metric for comparing computers, and that many other considerations (including integer performance, memory size and bandwidth, etc.) determine the "overall" performance of a computer system. Floating point calculations are very important for graphics, multimedia, and game physics, but considerably less important for other tasks like artificial intelligence. Finally, whether the PS3's advantage in floating-point performance will be readily apparent in games depends entirely on whether developers are able to effectively make use of the system's unique architecture. Audio/video output
Sound
Storage
Physical dimensions
Communications
ControllerSCEI's press release indicates that controller connectivity to the PlayStation 3 can be provided via:
The design of the controller has been likened to a boomerang or a banana by many observers (or even less flattering likenesses). However, some suggest that the controller, while a little un-traditional in contrast to the DualShock and DualShock 2 controllers, might provide adequate comfort for extended hours of play. According to the Japanese video game publication Famitsu, Sony Computer Entertainment chief technical officer Masayuki Chatani said that the controller design is a "prototype, so there could be some small adjustments." [11] In an interview with Edge, SCEE's Chris Deering echoed these statements by describing the E3 controller as "just a design study". Some people pointed that the controller bears a similar resemblance to the old Alps Interactive 3rd party controller which was originally made for the PlayStation. [12] Unconfirmed reports suggest that the PS3 may in fact support the older DualShock 2 controllers, however, this is thought to be true due to the PlayStation 3 striving to attain backwards compatibility. The number of ports to support such backward compatibility would most likely be limited to one, although this is also an unconfirmed rumour. The PS3's specifications, and E3 display units, don't support DualShock controller ports. Though Sony itself had previously admitted at this past E3 that the controller design for their PlayStation 3 console was not finalized, GameSpot believes any purported changes will not be substantial. Their downplays concerning a rumor suggesting Sony would unveil a revamped PS3 controller at the Consumer Electronics Show in January 2006 were sound, as the controller was not shown in any form during the event. Also possibly complicating the controller design is Sony's ongoing legal battle with Immersion Corporation of San Jose. In March 2005, Sony and Microsoft were sued by force-feedback company Immersion for patent infringement for the use of vibration functions in their controllers. While Microsoft settled out of court, Sony continued to defend the case. Sony lost, and has been required to pay considerable royalties to Immersion and suspend the sale of the controllers, including all PlayStation and PlayStation 2 console packages containing them. Sony has appealed this decision and will be able to sell its products while the case is under appeal. Miscellaneous
InterfaceAccording to DevStation Conference, the PS3 will use the Cross Media Bar already used in the PlayStation Portable and PSX devices. Games in developmentAs of October 2005, there are already over 150 PS3 games announced by multiple developers and publishers, like SCEA, Electronic Arts, Konami, Namco, Capcom, Square Enix and many others. The actual number in development, though undeniably fewer, should still be very high. Most developers have already announced games for the PS3. Some anticipated ones include Metal Gear Solid 4: Guns of the Patriots, Killzone PS3, Resident Evil 5, Devil May Cry 4, Shin Megami Tensei, Armored Core 4 , Unreal Tournament 2007 and Tekken 6. In the E3 2005 Press Conference, Sony showed some pre-rendered and some real-time videos of games in development with the codenames Eyedentify, Vision Gran Turismo and MotorStorm. Also shown at E3 was a video of Final Fantasy VII 's opening sequence remade in PlayStation 3 graphics, at the time recent to the show, Square Enix stated no plans for a remake. Square Enix is however listed for a Final Fantasy game along with 70 other Japanese developers during TGS 2005. Since they aren't working on a remake then this will most likely be Final Fantasy XIII. Controversial games developers Rockstar North have also hinted that they are planning the provisionally named Grand Theft Auto 4, primarily for the PS3. One of the most, if not the most anticipated PS3 game up to this point is Metal Gear Solid 4: Guns of the Patriots, which had its first trailer shown at the Tokyo Game Show 2005 event. At this time, only three games have been mentioned as PS3 launch titles: Lair from Factor 5, Warhawk from Incognito Entertainment, and Unreal Tournament 2007 from Epic Games. In the November issue of PSM Magazine, SCEA Chief Operating Officer Jack Tretton mentioned both Lair and Warhawk as launch titles, although Sony would not expand further on his comments. In the January issue of the same publication, it was stated that Epic Games is working hard to get Unreal Tournament 2007 ready for the proposed launch in Spring 2006. However, Epic stated in response that they are working to release the PC version first and that the PS3 version has no priority for release over the PC version. Software development kitSony has selected several technologies and arranged several sublicensing agreements to create the software development kit for developers. The PlayStation 3, unlike the PlayStation and PlayStation 2 systems, is based on publicly-available application programming interfaces. The list of open standards includes:
Sublicensed technologies includes:
The list of standards they are reported to be considering includes:
In addition, Sony recently purchased SN Systems, a former provider of Microsoft Windows based development tools for a variety of console platforms including the PlayStation 2, GameCube, PSP and Nintendo DS to create additional Linux development tools. Sony is providing developers with Linux toolchains where SN Systems will provide more customer-oriented Linux tools at an additional cost. In a recent issue of Famitsu (Date of edit 29/01/06), A list of available games for the PS3 for 2006 have been released. Unfortunately, the total is 8. But as always, this could be subject to change (although anymore being added on is hopeful at best). The games are as follows: Fatal Inertia(Koei), Mahjong Taikai(Koei), Ni-Oh(Koei), Shin Ten Makai VI(Idea Factory) Vampire's Rain(AQ Interactive), Sonic the Hedgehog(Sega), Unnamed RPG(Success), Hitsuji Mura(Success). Online servicesSony has stated that the online service for the PlayStation 3 will use the same non-unified architecture as that of the PlayStation 2. In an issue of the Official PlayStation Magazine, Sony denied rumors that it would be implementing a centralized online service similar to Microsoft’s Xbox Live. Instead, online services for PS3 games will be decentralized and left up to individual game publishers. While this will give games publishers greater freedom in terms of what they are able to offer online, some say it may make it more difficult for Sony to control the quality of the online experience. It also means that there will be different user interfaces for each game depending on the developer. However, the March 2006 issue of PSM magazine reports that Sony intends to launch an online service with the PS3 designed to compete with Microsoft's Xbox Live. [16] Region codingPlayStation 3 games are unlikely to be region coded, according to Sony’s Australian managing director, Michael Ephraim. Unlike its predecessors, the PlayStation and the PlayStation 2, the PS3 is tipped to allow gaming and movie playback from downloads or discs bought in any part of the world, rather than being limited to playing discs only from a specific region. The PS3’s support for HDTV standards was cited as one of the key reasons the company has stopped the practice of region coding. According to Ephraim, “If you look at the fact that [the PlayStation 3] will support high-definition TV, which will be a global standard, there’s a good likelihood that it will be global region, as for example we’ve done with the PSP [PlayStation Portable].” Sony's decision to stop region coding means consumers will be able to purchase PS3 games from anywhere in the world, which may turn out to be significantly cheaper than purchasing them exclusively from their home territory, or importing the system from Japan on launch. Blu-Ray movies played on the PS3 will use a region code. The Blu-Ray region code will be different from DVD region code. [17] Backward compatibilityGamesThe PlayStation 3 will be compatible "on the chip" with PlayStation 2 and PlayStation games, without emulation. It still is not known how Sony has achieved this (although Sony had developed a single-chip PS2 CPU/GPU solution, used in newer revisions of the "slim" PS2). Compatibility with PS2 online games and games designed for the hard drive have not been elaborated upon. In a recent interview Ken Kutaragi stated that backward compatibility will be achieved through a combination of hardware and software. "Third-party developers sometimes do things that are unimaginable. For example, there are cases where their games run, but not according to the console's specifications. There are times when games pass through our tests, but are written in ways that make us say, 'What in the world is this code?!' We need to support backward compatibility towards those kinds of games as well, so trying to create compatibility by software alone is difficult. There are things that will be required by hardware. However, with the powers of [a machine like] the PS3, some parts can be handled by hardware, and some parts by software." PeripheralsThe PS3 will not be backward-compatible with some of the hardware peripherals of the PS2. For example, memory cards for PlayStation and PlayStation 2 will not work on the PlayStation 3 hardware. [18] Instead it was announced that the PS3 will only use the Sony Memory Stick to save games via MagicGate. This means that the PS3 will not be able to use PS1 and PS2 memory cards; however, the Memory Stick will be able to store save games for both PS1 and PS2 games, unlike the PS2's memory card. GalleryScreenshot galleryThis page about ps3 includes information from a Wikipedia article. Additional articles about ps3 News stories about ps3 External links for ps3 Videos for ps3 Wikis about ps3 Discussion Groups about ps3 Blogs about ps3 Images of ps3 |
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For example, memory cards for PlayStation and PlayStation 2 will not work on the PlayStation 3 hardware. A kind of kamaboko with a red whirling pattern (like the Debian whirl), used as a topping for noodles such as ramen or hot soba. The PS3 will not be backward-compatible with some of the hardware peripherals of the PS2. The Naruto whirlpool in the Naruto Strait, which is a tourist attraction of Naruto, Tokushima. However, with the powers of [a machine like] the PS3, some parts can be handled by hardware, and some parts by software.". The Naruto Strait between Awaji Island and Shikoku, Japan. There are things that will be required by hardware. 成東 -- Narutō, Chiba, also a Japanese city. There are times when games pass through our tests, but are written in ways that make us say, 'What in the world is this code?!' We need to support backward compatibility towards those kinds of games as well, so trying to create compatibility by software alone is difficult. 鳴門 -- Naruto, Tokushima, a city in Japan. For example, there are cases where their games run, but not according to the console's specifications. "Third-party developers sometimes do things that are unimaginable. In a recent interview Ken Kutaragi stated that backward compatibility will be achieved through a combination of hardware and software. Compatibility with PS2 online games and games designed for the hard drive have not been elaborated upon. It still is not known how Sony has achieved this (although Sony had developed a single-chip PS2 CPU/GPU solution, used in newer revisions of the "slim" PS2). The PlayStation 3 will be compatible "on the chip" with PlayStation 2 and PlayStation games, without emulation. [17]. The Blu-Ray region code will be different from DVD region code. Blu-Ray movies played on the PS3 will use a region code. Sony's decision to stop region coding means consumers will be able to purchase PS3 games from anywhere in the world, which may turn out to be significantly cheaper than purchasing them exclusively from their home territory, or importing the system from Japan on launch. According to Ephraim, “If you look at the fact that [the PlayStation 3] will support high-definition TV, which will be a global standard, there’s a good likelihood that it will be global region, as for example we’ve done with the PSP [PlayStation Portable].”. The PS3’s support for HDTV standards was cited as one of the key reasons the company has stopped the practice of region coding. Unlike its predecessors, the PlayStation and the PlayStation 2, the PS3 is tipped to allow gaming and movie playback from downloads or discs bought in any part of the world, rather than being limited to playing discs only from a specific region. PlayStation 3 games are unlikely to be region coded, according to Sony’s Australian managing director, Michael Ephraim. [16]. However, the March 2006 issue of PSM magazine reports that Sony intends to launch an online service with the PS3 designed to compete with Microsoft's Xbox Live. It also means that there will be different user interfaces for each game depending on the developer. While this will give games publishers greater freedom in terms of what they are able to offer online, some say it may make it more difficult for Sony to control the quality of the online experience. Instead, online services for PS3 games will be decentralized and left up to individual game publishers. In an issue of the Official PlayStation Magazine, Sony denied rumors that it would be implementing a centralized online service similar to Microsoft’s Xbox Live. Sony has stated that the online service for the PlayStation 3 will use the same non-unified architecture as that of the PlayStation 2. The games are as follows: Fatal Inertia(Koei), Mahjong Taikai(Koei), Ni-Oh(Koei), Shin Ten Makai VI(Idea Factory) Vampire's Rain(AQ Interactive), Sonic the Hedgehog(Sega), Unnamed RPG(Success), Hitsuji Mura(Success). But as always, this could be subject to change (although anymore being added on is hopeful at best). Unfortunately, the total is 8. In a recent issue of Famitsu (Date of edit 29/01/06), A list of available games for the PS3 for 2006 have been released. Sony is providing developers with Linux toolchains where SN Systems will provide more customer-oriented Linux tools at an additional cost. In addition, Sony recently purchased SN Systems, a former provider of Microsoft Windows based development tools for a variety of console platforms including the PlayStation 2, GameCube, PSP and Nintendo DS to create additional Linux development tools. The list of standards they are reported to be considering includes:. Sublicensed technologies includes:. The list of open standards includes:. The PlayStation 3, unlike the PlayStation and PlayStation 2 systems, is based on publicly-available application programming interfaces. Sony has selected several technologies and arranged several sublicensing agreements to create the software development kit for developers. However, Epic stated in response that they are working to release the PC version first and that the PS3 version has no priority for release over the PC version. In the January issue of the same publication, it was stated that Epic Games is working hard to get Unreal Tournament 2007 ready for the proposed launch in Spring 2006. In the November issue of PSM Magazine, SCEA Chief Operating Officer Jack Tretton mentioned both Lair and Warhawk as launch titles, although Sony would not expand further on his comments. At this time, only three games have been mentioned as PS3 launch titles: Lair from Factor 5, Warhawk from Incognito Entertainment, and Unreal Tournament 2007 from Epic Games. One of the most, if not the most anticipated PS3 game up to this point is Metal Gear Solid 4: Guns of the Patriots, which had its first trailer shown at the Tokyo Game Show 2005 event. Controversial games developers Rockstar North have also hinted that they are planning the provisionally named Grand Theft Auto 4, primarily for the PS3. Since they aren't working on a remake then this will most likely be Final Fantasy XIII. Square Enix is however listed for a Final Fantasy game along with 70 other Japanese developers during TGS 2005. Also shown at E3 was a video of Final Fantasy VII 's opening sequence remade in PlayStation 3 graphics, at the time recent to the show, Square Enix stated no plans for a remake. In the E3 2005 Press Conference, Sony showed some pre-rendered and some real-time videos of games in development with the codenames Eyedentify, Vision Gran Turismo and MotorStorm. Some anticipated ones include Metal Gear Solid 4: Guns of the Patriots, Killzone PS3, Resident Evil 5, Devil May Cry 4, Shin Megami Tensei, Armored Core 4 , Unreal Tournament 2007 and Tekken 6. Most developers have already announced games for the PS3. The actual number in development, though undeniably fewer, should still be very high. As of October 2005, there are already over 150 PS3 games announced by multiple developers and publishers, like SCEA, Electronic Arts, Konami, Namco, Capcom, Square Enix and many others. According to DevStation Conference, the PS3 will use the Cross Media Bar already used in the PlayStation Portable and PSX devices. Sony has appealed this decision and will be able to sell its products while the case is under appeal. Sony lost, and has been required to pay considerable royalties to Immersion and suspend the sale of the controllers, including all PlayStation and PlayStation 2 console packages containing them. While Microsoft settled out of court, Sony continued to defend the case. In March 2005, Sony and Microsoft were sued by force-feedback company Immersion for patent infringement for the use of vibration functions in their controllers. Also possibly complicating the controller design is Sony's ongoing legal battle with Immersion Corporation of San Jose. Their downplays concerning a rumor suggesting Sony would unveil a revamped PS3 controller at the Consumer Electronics Show in January 2006 were sound, as the controller was not shown in any form during the event. Though Sony itself had previously admitted at this past E3 that the controller design for their PlayStation 3 console was not finalized, GameSpot believes any purported changes will not be substantial. The PS3's specifications, and E3 display units, don't support DualShock controller ports. The number of ports to support such backward compatibility would most likely be limited to one, although this is also an unconfirmed rumour. Unconfirmed reports suggest that the PS3 may in fact support the older DualShock 2 controllers, however, this is thought to be true due to the PlayStation 3 striving to attain backwards compatibility. [12]. Some people pointed that the controller bears a similar resemblance to the old Alps Interactive 3rd party controller which was originally made for the PlayStation. [11] In an interview with Edge, SCEE's Chris Deering echoed these statements by describing the E3 controller as "just a design study". According to the Japanese video game publication Famitsu, Sony Computer Entertainment chief technical officer Masayuki Chatani said that the controller design is a "prototype, so there could be some small adjustments.". However, some suggest that the controller, while a little un-traditional in contrast to the DualShock and DualShock 2 controllers, might provide adequate comfort for extended hours of play. The design of the controller has been likened to a boomerang or a banana by many observers (or even less flattering likenesses). SCEI's press release indicates that controller connectivity to the PlayStation 3 can be provided via:. Finally, whether the PS3's advantage in floating-point performance will be readily apparent in games depends entirely on whether developers are able to effectively make use of the system's unique architecture. Floating point calculations are very important for graphics, multimedia, and game physics, but considerably less important for other tasks like artificial intelligence. It should also be noted that floating-point performance is a single-dimensional metric for comparing computers, and that many other considerations (including integer performance, memory size and bandwidth, etc.) determine the "overall" performance of a computer system. The floating-point capacity of the PS3 will significantly exceed that of the XBox 360, although it should be noted that Microsoft's console, due to its 3 symmetric fully featured processor cores (which are very similar to the Cell's PPE), may fare better on dynamically branching code, like that used for artificial intelligence. It should be noted that this figure is an estimate based on ideal, 100% efficient operation of the processor. The seven SPEs in the PS3, in addition to the VMX unit in the PPE, would yield a total combined single-precision floating point performance of 218 GFLOPS (the same figure quoted by Sony). According to an in-depth report compiled by IBM, the theoretical peak performance of a single SPE is 25.6 GFLOPS. Additionally, programmers may find it difficult, initially, to optimize their game engines to make the best use of the highly parallel architectures of both systems, further reducing real-world performance. Inevitably, real-world performance for both systems will be lower. The performance statistics given for the PS3 and XBox 360 in Sony's presentation were based on the theoretical maximum performance of the systems. It was unclear how these numbers were exactly calculated, possibly based on addition of the floating point capabilities of the processing units in the Cell CPU and those of the RSX GPU. The figures are likely rounded estimations. In their official press release, the same statistic regarding the PS3 as a whole was reported to be over 2.1 TFLOPS. The presentation shows that one PS3 Cell CPU alone is capable of 218 GFLOPS, compared to the Xbox 360's Xenon CPU's 115 GFLOPS. In a slide show at their E3 conference, Sony presented the "CPU floating point capability" of the PlayStation 3's Cell CPU, and compared it to other CPUs. This gives the RSX an effective 48GB/s when sending data to/from GPU and RAM. Since the RSX is connected to the XDR DRAM and GDDR3 RAM similar to a Turbo Cached GPU it can access both memory locations at the exact same time. Nvidia 7800 GTX 512 MB was released a couple of months after this statement so it's believed to be a comparison between the RSX and the 7800 GTX 256 MB not the 7800 GTX 512 MB which is 30% faster. An Nvidia spokesperson was quoted in "Playstation Magazine" that the RSX shares a lot of inner workings with Nvidia 7800 which is based on G70 architecture. Clockspeed does not however indicate the performance of the GPU as ATI X1800 is also 20% faster than Nvidia 7800 but has similiar game performance. This places the clockspeed for both the 7800 GTX 512 and the RSX at approximately 28% faster than the 256 MB 7800 GTX. Since the G70 is also capable of carrying out 136 shader operations per clock, the RSX is expected to feature the same number of parallel pixel and vertex shader pipelines as the G70 (NVidia's top-of-the-line GeForce 7800 GTX 512 currently contains 24 pixel and 8 vertex pipelines), and clocked similarly to Nvidia's highest end PC GPU based on G70 (with speculation that the RSX chip will be reworked using the new G71 architecture topping 650-700 MHz) (again, the 7800 GTX 512 is clocked at 550 MHz, which is equivalent to the 550 MHz announced for the RSX). Nvidia has stated that the RSX will have a lot in common with the G70 architecture used in NVidia's GeForce 7 Series GPUs which were introduced in June of 2005. NVidia CEO Jen-Hsun Huang stated during Sony's pre-show press conference at E3 2005 that the RSX will be more powerful than two GeForce 6800 Ultra video cards combined. Custom "RSX" or "Reality Synthesizer" design co-developed by NVIDIA and Sony:. The 8th SPE is there for redundancy: if one of the other 7 are defective the 8th SPE will activate and stand in for the defective part. Only 7, however, are active. 3.2 GHz Cell processor with 8 Synergistic Processing Elements (SPEs). [8]. According to a press release by Sony at the May 16, 2005 E3 Conference, the specifications of the PlayStation 3 are as follows. Please see the section entitled overall floating-point capability for more details on this. Real-world performance for both systems will naturally be less, and the specifications of the PS3 may undergo major changes before the system is launched. These comparisons are based on estimates of theoretical maximum performance. The amount of completely programmable floating point capacity afforded by the Cell microprocessor is higher than the Xbox 360's CPU, while the floating-point performance of the two systems' GPUs, which are designed specifically for graphics rendering tasks, are somewhat closer to parity. This comparison is based on the theoretical combined floating point capacity of the Cell microprocessor and the RSX GPU in the PS3 compared to the combined capacity of the Xenon CPU and Xenos GPU in the Xbox 360. A simple comparison of the system architectures appears to indicate that the floating point capability of the PS3 is estimated to be greater than that of the Xbox 360. The current nature of pricing in the video game industry is to sell the hardware at a loss, at least initially, and then recoup the losses from game sales and developer licensing. Although manufacturing costs for Blu-Ray and the cell are unknown, it is safe to say like most new systems, they will lose money from the first year. This means that buyers should be able to purchase a PlayStation 3 at a lower price than its actual manufacturing cost. $494) to make, not including labor, and they expect Sony to sell the Playstation 3 for less than its manufacturing cost. Merrill Lynch Japan estimates the PS3 manufacturing costs at 54,000 yen (U.S. An Inquirer article details internal Sony development: http://www.theinquirer.net/?article=28879. It is likely that standalone players will be released prior to PS3. Sony Blu-Ray standalone players are to be released early summer[7]. Sony office press releases indicate a 2006[6] launch. 12,500 for the Super Famicom). In the same magazine, Ken Kutaragi was interviewed, and expressed little concern over the PS3's possibly high launch price, believing that customers would be willing to pay extra for a superior product, as they had in the past for the original PlayStation (¥39,800 vs. In contrast Kazuo Hirai, president of Sony Computer Entertainment America, says the PS3 will not be expensive and that it will be competitively priced against the Xbox 360.[5]. So we're going to have to do our best [in containing the price]". "But we're aiming for consumers throughout the world. I think everyone can still buy it if they wanted to," said Kutaragi to a mostly Japanese crowd. The system's retail price is not known.[3][4] Sony Computer Entertainment president and "father of the PlayStation" Ken Kutaragi points out "It'll be expensive" and "I'm aware that with all these technologies, the PS3 can't be offered at a price that's targeted towards households. A functional version of the console was not at E3 or the Tokyo Game Show in September 2005, although some demonstrations were held on devkits and videos of soon-to-be released games created to run on systems with the same specs as the PS3 were presented, such as Metal Gear Solid 4 and Killzone 3. The PS3 was officially unveiled on May 16, 2005 by Sony during the E3 conference, where the console was first shown to the public. . At the moment, little more is known in public about the PS3 apart from its hardware specifications and reports that it will be based on open APIs for game development. Sony has announced that the PS3 will be backward compatible with earlier PS1 and PS2 games. Specifically, Sony representatives have informed video game store clerks to expect a North American shipment in Summer 2006, more narrowly defined as "somewhere between June and September." It is the successor to the PlayStation 2 and will mainly compete against the Nintendo Revolution and Xbox 360. The PlayStation 3 is slated for release this year[2]. The PlayStation 3 (PS3) (Japanese: プレイステーション3) is Sony's Seventh generation era video game console in the market-leading PlayStation series. [15]. IPv6, the next generation of the Internet Protocol. Kynogon's Kynapse 4.0 (PDF) "large scale A.I.". that aims to produce high-quality virtual foliage in real time. SpeedTree RT, a programming package produced by Interactive Data Visualization, Inc. Cg, Nvidia's C-like shading language. Alias Systems Corporation's 3D graphics programs [14]. Pixelux's Game Asset Synthesis Technology [13], a toolkit for advanced procedural synthesis. Havok's physics and animation engines. Epic's Unreal engine 3.0 framework. Ageia's PhysX SDK, NovodeX. OpenVG, for hardware-accelerated 2D vector graphics. OpenMAX, a collection of fast, cross-platform tools for general "media acceleration," such as matrix calculations. OpenGL ES 2.0, the embedded version of the popular OpenGL graphics API. COLLADA, an open, XML-based file format for 3D models. The Ability to Have 7 Controllers at Once. Parental Controls. Hub/Home Ethernet Gaming Network. Simultaneous World Wide Web access and gameplay. MP3 and ATRAC download and playback. Digital photograph display (JPEG). EyeToy virtual object manipulation. EyeToy voice command recognition. EyeToy interactive reality game. High-definition IP video conferencing. Two simultaneous High-definition television streams for use on a title screen for a HD Blu-ray Movie. The ability for the PlayStation Portable to connect to the PlayStation 3 as a video-enabled controller. Bluetooth 2.0 (up to 7 controllers). USB 2.0 (wired). TCP/IP networking (wired ethernet). Integrated for mesh networking and connectivity with the PlayStation Portable. 802.11g Wi-Fi. USB 2.0 (four front and two rear ports). Bluetooth 2.0. IEEE 802.11g Wi-Fi. Three Gigabit Ethernet ports (Sony has indicated that because of cost reduction there is a possibility that the PlayStation 3 may act only as an accessory interface and hub and perhaps not as a router, as originally planned.)[10]. 32 cm (L) x 24 cm (W) x 8 cm (H)[9]. SD/MMC slot. CompactFlash Type I and II slot. Memory Stick standard/Duo and standard/mini slots. Optional but not required for most games. Detachable 2.5" hard drive with Linux pre-installed. CD: PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R, CD-RW, SACD, SACD Hybrid (CD layer) SACD HD. DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW. Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE, BD-RW. Dolby Digital 5.1, DTS, LPCM (DSP functionality handled by the Cell processor). Multiple analog outputs (Composite, S-Video, Component video). S/PDIF optical output for digital audio. Two HDMI (Type A) outputs (Dual-screen HD outputs). Supported screen sizes: 480i, 480p, 720p, 1080i, 1080p. 76.8 GB/s Cell FlexIO Bus (44.8 GB/s outbound, 32 GB/s inbound). 204.8 GB/s Cell EIB. 5 GB/s System Bus (Aggregated 2.5 GB/s upstream and downstream). 35 GB/s GPU to CPU (Aggregated 20 GB/s (write), 15 GB/s (read)). 22.4 GB/s GPU to GDDR-3 VRAM: 128 bits × 700 MHz × 2 accesses per clock cycle (one per edge). 25.6 GB/s GPU to XDR DRAM: 64 bits × 3.2 GHz. 256 MB GDDR3 VRAM clocked at 700 MHz. 256 MB Rambus XDR DRAM clocked at CPU die speed (3.2 GHz). 128-bit pixel precision offers rendering of scenes with high dynamic range imaging. 33 billion dot products per second (51 billion dot products with CPU). 74.8 billion shader operations per second (100 billion with CPU). 136 shader operations per clock. Multi-way programmable parallel floating point shader pipelines. Full high definition output (up to 1080p) x 2 channels. 1.8 TFLOPS (trillion floating point operations per second). Clocked at 550 MHz. |