It'd be useful for you guys to know, the graphics chip on the 360 is actually better than the PS3.
It's actually quite debatable. Because most of the specs are rather similar, and because developers will want games on both platforms to be on the safe side, and want as little work as possible, in the end, what you'll see on them will be identical.
Sony was running short on time and couldn't find a manufacturer to make their custom design plan for their chip. They were turned down by ATI and went to Nvidia. Nvidia said, "Well on such short notice, we can give you this." "This" was essentially a slightly over-cranked 7800GTX.
Actually, the RSX only exceeds the 7800GTX in clock rate. It has 8 of the 16 ROPS disabled, giving it the same writing capacity per clock cycle as the Xbox 360 (which has non-pipelined raster units, that work out to 16 writes per cycle, the same as 8 ROPs)
That's why the Playstation 3 has dedicated ram for its video, which isn't a good thing for gaming consoles because memory is only used for game engine operations and graphics rendering. No reason to have dedicated memory to a video processing unit.
Except one massive difference: it means that the memory interface there can handle JUST the GPU's memory calls, and none of the CPU's. While the same 22.4GB/sec of bandwidth the Xbox 360 has to its unified 512MB of GDDR3 has to handle not just the bandwidth for the graphics chip, but the CPU as well.
The 32GB/sec of bandwidth to the EDRAM buffer can only be used for writing directly from the raster units; and that is only a tile buffer, which must be re-written to the main RAM where the actual framebuffer, being the data that will be converted to a video signal by the RAMDAC, is located. Pretty much, it allows for some performance costs, such as the bandwidth cost of using AA, or the cost of layering multiple objects in a Z-based engine, are eliminated. However, plenty of other costs remain; each AA sample will still require texturing, lighting, and shaders.
The actual bandwidth for the PS3's GPU is something like 22-25 GB/second.
The 360's actual bandwidth is something like 32-38.
The technical bandwidth for the PS3's GPU is 22.4GB/sec; a 128-bit interface with 1.4GHz (effective) GDDR3 SDRAM.
A similar setup exists with the Xbox 360, though the RAM and its bandwidth are shared with the CPU. So technically, if you want to add it all up, the Xbox 360 has a base 0GB/sec of CPU memory bandwidth, things used for storing the actual maps, data, audio, scripting, core code, etc. Anything of that takes away from the GPU's bandwidth.
If you want to compare a PC to a gaming console, use the right one, which is the 360.
Either one will actually work, for the reasons I outlined in the first part of this post.
I equate both to about the same as a modern mid-range PC graphics card such as the GeForce 7600GT or 7800GS, or the Radeon X1650XT; those cards all post similar specs, and produce similar results.
The GeForce 8800 series, now that it's out, simply slaughters it. As I've put it before,
A single 8800GTX contains more graphics power than every console design made in history COMBINED. A comparison of specs:[*:4db7e546a6]
Xbox 360 "R500 Xenos"[*:4db7e546a6]
Shader Clock: 500MHz
[*:4db7e546a6]
Shader ops/clock: 48 (48 independent multi-purpose shader ALUs)
[*:4db7e546a6]
Shader Performance: 24 billion/sec. (~96 Gflops)
[*:4db7e546a6]
Memory Interface: 128-bit
[*:4db7e546a6]
VRAM clock: 1400MHz
[*:4db7e546a6]
VRAM bandwidth: 22.4GB/sec[*:4db7e546a6]
Playstation 3 "Reality Synthesizer"[*:4db7e546a6]
Shader Clock: 550MHz
[*:4db7e546a6]
Shader ops/clock: 48 (24 pixel pipelines with 2 ALUs per)
[*:4db7e546a6]
Shader Performance: 26.4 billion/sec. (~105.6 Gflops)
[*:4db7e546a6]
Memory Interface: 128-bit
[*:4db7e546a6]
VRAM clock: 1400MHz
[*:4db7e546a6]
VRAM bandwidth: 22.4GB/sec[*:4db7e546a6]
GeForce 8800GTX "G80"[*:4db7e546a6]
Shader Clock: 1350MHz
[*:4db7e546a6]
Shader ops/clock: 128 (128 stream processors)
[*:4db7e546a6]
Shader Performance: 172.8 billion/sec. (~691.2 Gflops)
[*:4db7e546a6]
Memory Interface: 384-bit
[*:4db7e546a6]
VRAM clock: 1800MHz
[*:4db7e546a6]
VRAM bandwidth: 86.4GB/secFor scale, I'd just that the EIGHTH generation of consoles, which should appear between 2010 and 2011, will likely have a graphics system comparable to the GeForce 8800.