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Console Power ( Theoretical peak performances in flops (single precision floating point operations per second) (FP32))

Lacix

Member
CompanyConsoleCPU descriptionGPU descriptionCPU flopsGPU flopsCPU + GPU flops
SONYPS2Emotion Engine (299MHz)Graphics Synthesizer (147MHz)6,1 GFlops4,7 GFlops10,8 GFlops
PS3CELL (IBM) (3.2GHz)RSX (NVidia) (500, 550 MHz)204,8 GFlops172,0 GFlops376,8 GFlops
PS4AMD Jaguar (1.6 GHz)AMD GPGPU 18 CU (800 MHz)102,4 GFlops1 843,2 GFlops1 945,6 GFlops
PS4 PROAMD Jaguar (2.1 GHz)AMD GPGPU 36 CU (911 MHz)134,4 GFlops4 197,9 GFlops4 332,3 GFlops
PS5AMD Zen 2 (3.5 GHz)AMD RDNA2 36 CU (2230 MHz)448,0 GFlops10 275,8 GFlops10 723,8 GFlops
MicrosoftXBOXPentium 3 (733 MHz)Nvidia Geforce 3 (233 MHz)1,5 GFlops5,8 GFlops7,3 GFlops
XBOX 360Xenon (IBM) (3.2GHz)Xenos (AMD) (500MHz)115,0 GFlops240,0 GFlops355,0 GFlops
XBOX ONEAMD Jaguar (1.75 GHz)AMD GPGPU 12 CU (853 MHz)112,0 GFlops1 310,2 GFlops1 422,2 GFlops
XBOX ONE SAMD Jaguar (1.75 GHz)AMD GPGPU 12 CU (914 MHz)112,0 GFlops1 404,0 GFlops1 516,0 GFlops
XBOX ONE XAMD Jaguar Evolved (2.3 GHz)AMD GPGPU 40 CU (1172 MHz)147,2 GFlops6 000,6 GFlops6 147,8 GFlops
XBOX SERIES XAMD Zen 2 (3.8 GHz)AMD RDNA2 52 CU (1825 MHz)486,4 GFlops12 147,2 GFlops12 633,6 GFlops
NintendoWiiBroadway (IBM) (729 MHz)ATI HollyWood (243 MHz)8,8 GFlops12,2 GFlops20,9 GFlops
Wii UEspresso (IBM) (1,243 GHz)ATI Latte (550 MHz)14,9 GFlops352,0 GFlops366,9 GFlops
Nintendo SwitchARM Cortex-A57 (1,78 GHz 3 Core)Nvidia Tegra X1 (921 MHz)21,4 GFlops471,5 GFlops492,9 GFlops

Calculations:
YearConsoleSingle precision floating point instructions per secondsNotes
CPUs
2000.03.04. JPPlaystation 2Emotion Engine = (VPU0 ( 2 * 4 FMAC Flops + 1/7 * FDIV Flops ) + VPU1 ( 2 * 5 FMAC Flops + 2/7 * FDIV Flops ) + FPU (1 Flop + 1 * FDIV Flops)) * 299 MHz = 6,128 GFLOPsFMACs - 1 addition and 1 multiplication in 1 cycle
FDIVs - division in 7 cycles
2001.11.15. NAXBOXPentium 3 = 2 Flops * 733 MHz = 1,466 GFlops
2005.11.22. USXBOX 360Xenon (IBM) = (3 PPE *(4 FPU Flops + 2 * 4 VMX128 Flops) * 3.2 GHz) = 115 GFlops
2006.11.11. JPPS3CELL (IBM) = (1 PPE * (4 FPU Flops + 4 VMX Flops) * 3.2 Ghz) + (7 SPE * 8 Flops * 3.2 Ghz) = 204,8 GFlops(8 SPEs, 1 SPE disabled)
2006.11.19. USWiiBoradway (IBM) = (3 cores * 4 FPU Flops) * 729 MHz = 8,75 GFlops
2012.11.18. USWii UEspresso (IBM) = (3 cores * 4 FPU Flops) * 1,243 Ghz = 14,916 GFlops
2013.11.13. NAPS4Jaguar (AMD) = (8 FLOPs * 8 cores) * 1.6 GHz = 102,4 GFlops
2013.11.22.XBOX ONEJaguar (AMD) = (8 FLOPs * 8 cores) * 1.75 GHz = 112 GFlops
2016.11.10.PS4 ProJaguar (AMD) = (8 FLOPs * 8 cores) * 2.1 GHz = 134,4 GFlops
2017.03.03.Nintendo SwitchCortex-A57 (ARM) = (3 cores * 4 flops ) * 1.78 GHz = 21,4 GFlops
2017.11.10.XBOX ONE XJaguar Evolved(AMD) = (8 FLOPs * 8 cores) * 2.3 GHz = 147,2 GFlops
PS5Zen 2(AMD) = (16 FLOPs * 8 cores) * 3.5 GHz = 448 GFlops
XBOX SERIES XZen 2(AMD) = (16 FLOPs * 8 cores) * 3.8 GHz = 486,4 GFlops
GPUs
Playstation 2Graphics Synthetiser = 16 pixel pipeline * 2 flops * 147 MHz = 4,704 GFlops
XBOXNvidia Geforce 3 = (4 pixel pipeline * 5 Flops + 1 vertex * 5 Flops) * 233 MHz = 5,825 GFlops
XBOX 360Xenos (AMD) = ( 48 shader processors * 10 Flops ) * 500 MHz = 240 GFlops64 shaders, 16 shaders disabled
PS3RSX (NVIDIA) = ( 24 parallel pixel-shader * 10 Flops ) * 550 MHz + (8 parallel vertex-shader pipelines * 10 Flops) * 500 MHz = 172 GFlops28 pixel shaders, 4 pixel shader disabled
WiiATI Hollywood (AMD) = (4 Pixel shaders * 10 Flops + 1 Vertex shader * 10 Flops) * 243 MHz = 12,15 GFlops
Wii UATI Latte (AMD) = (5 CU * 64 cores * 2flops) * 550 Mhz = 352 GFlops
PS4GPGPU (AMD) = (18 CU * 64 cores * 2 flops) * 800 MHz = 1843,2 GFlops
XBOX ONEGPGPU (AMD) = (12 CU * 64 cores * 2 flops) * 853 MHz = 1310,208 GFlops
PS4 ProGPGPU (AMD) = (36 CU * 64 cores * 2 flops) * 911 MHz = 4197,9 GFlops
Nintendo SwitchTegra X1 (NVIDIA) = (1 FP 32 * 2 FMA * 256 CUDA) * 921 MHz = 471,5 GFlops
XBOX ONE XGPGPU (AMD) = (40 CU * 64 cores * 2 flops) * 1172 MHz = 6000,64 GFlops
PS5GPGPU (AMD) = (36 CU * 64 cores * 2 flops) * 2230 MHz = 10275,84 GFlops
XBOX SERIES XGPGPU (AMD) = (52 CU * 64 cores * 2 flops) * 1825 MHz = 12147,2 GFlops

Sheets about console performances in flops starting from PS2.
Feel free to comment to fix possible errors in calculations.
 
Last edited:

IbizaPocholo

NeoGAFs Kent Brockman

Console-Power-Chart-GFLOPS-Comparison-Large-2.png
 

Panajev2001a

GAF's Pleasant Genius
I am not sure the GS should be counted in floating point operations... pretty sure it worked in fixed point ints, have not read the HW docs in sooooo long.
 
Holy shit the CPUs in XBO in PS4 were mega trash :LOL: . Like, I always knew it from 2013 but actually seeing the numbers next to 360 and PS3's CPUs it's kind of startling in a way.

That said, XBO and PS4 CPUs did benefit from a more refined multi-core approach and developers being more skilled in multi-core CPU development by the time they launched, let alone the years to follow, so even if the CPUs were worst on paper, in practice they were probably used at least as well as the 360 and PS3 CPUs, if not even more efficiently by a fair margin.

...just...not enough to negate the need for GPU asynchronous compute utilization the past gen, though.
 
Was the PS3 RSX GPU actually really weak compared to the X360 Xenon GPU? I know they didn‘t share the same architecture so I don’t know if the two GF numbers are directly comparable.
 

Fafalada

Fafracer forever
I am not sure the GS should be counted in floating point operations... pretty sure it worked in fixed point ints, have not read the HW docs in sooooo long.
None of that gen console had Floating point on pixel operations. But it works in context of comparing compute throughput... sort of. GC geometry being fixed pipeline is cheating a bit.
 

FranXico

Member
Can you or anyone tell me why it was mentioned by Cerny boosted to 10.28TF, why not just say 10.28 TF ?
Cerny said they boosted the frequency up to 2.23GHz, therefore making the theoretical maximum 10.28TF.

It doesn't matter if the clock frequency is boosted temporarily or fixed, something theoretical is always theoretical. Read that as a throughput that could in theory under ideal conditions be reached, but in practice never, or hardly ever, will.

Sure, it can be used to compare and predict relative performances, but again, it's theoretical.
 
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Panajev2001a

GAF's Pleasant Genius
None of that gen console had Floating point on pixel operations. But it works in context of comparing compute throughput... sort of. GC geometry being fixed pipeline is cheating a bit.
Yeah, well this makes it look like PS2 was a lot faster than Xbox overall (by 3 GFLOPS) and just a bit less powerful GPU alone. Not really fair to NV2A programmable VS and PS pipelines IMHO :).
 

UnNamed

Banned
IIRC before the PS360 Flops were intended as FP16 single precision and FP32 double precision. So those number has to be divided by 2.
 

pawel86ck

Banned
Xbox classic had modified geforce 3 with 2 vertex shaders, so in your calculation it should be 6.9 GFLOPs instead of 5.8 GFLOPs.
 
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Bogroll

Likes moldy games
Cerny said they boosted the frequency up to 2.23GHz, therefore making the theoretical maximum 10.28TF.

It doesn't matter if the clock frequency is boosted temporarily or fixed, something theoretical is always theoretical. Read that as a throughput that could in theory under ideal conditions be reached, but in practice never, or hardly ever, will.

Sure, it can be used to compare and predict relative performances, but again, it's theoretical.
So it comes into play when games are being pushed. Eg DF videos when those games are being hitting 50fps to 60fps when it can be brute forced to to hit 60fps more often when cpu/bandwidth isn't a problem or indeed when it is a problem it can help out in those areas.
 

rofif

Can’t Git Gud
See this is shit metric. ps4 pro vs ps4 is not 100% faster. ps4 is 2k flops and ps4 pro over 4k flops.... yeah right.
ALso - 360 having less flops than ps3 but all multiplatform games looking better and running better on 360
 
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Bogroll

Likes moldy games
See this is shit metric. ps4 pro vs ps4 is not 100% faster. ps4 is 2k flops and ps4 pro over 4k flops.... yeah right.
ALso - 360 having less flops than ps3 but all multiplatform games looking better and running better on 360
It can be used as a guide if they're the same architecture.
The Tf thing-Having a 150hp VW Golf doesn't make it twice as fast as a 75hp Golf.
 

Fafalada

Fafracer forever
Yeah, well this makes it look like PS2 was a lot faster than Xbox overall (by 3 GFLOPS) and just a bit less powerful GPU alone. Not really fair to NV2A programmable VS and PS pipelines IMHO :).
Well to begin with - the chart rates the Celeron in XB at half its actual Flops throughput. That and the GS number is inflated (only 8 pixel pipelines can do the full arithmetic ops with texture input).
It 'is' however a fact, that NV2A Flop rating (Vertex processing only) is in in fact lower than that of EE VUs - they have equivalent per-clock throughput but it's 300mhz vs 233mhz.
However we shouldn't forget that fixed-function stuff has a lot of impact on performance that programmable-compute chart cannot account for - that's why we end up with 'NV' vs 'AMD' flops nonsense.

See this is shit metric. ps4 pro vs ps4 is not 100% faster.
Yes it's more than 100% in GPU limited workloads - but it's close enough as an approximation.
 

Fafalada

Fafracer forever
Feel free to comment to fix possible errors in calculations.
Playstation 2Graphics Synthetiser = 16 pixel pipeline * 2 flops * 147 MHz = 4,704 GFlops
Only 8 pixel pipelines can work with a texture input(making that into full featured MADD operations).
When operating with all 16, you are limited to essentially 'constant' input (vertex interpolated color) which really limits usefulness of the programmable arithmetic - not sure how you'd want to represent that in a peak-compute chart though.

XBOXPentium 3 = 2 Flops * 733 MHz = 1,466 GFlops
XBox CPU had a SIMD rated at 4 Flops/cycle - the correct peak rating would be 2.8GFlops.

PS3CELL (IBM) = (1 PPE * (4 FPU Flops + 4 VMX Flops) * 3.2 Ghz) + (7 SPE * 8 Flops * 3.2 Ghz) = 204,8 GFlops
VMX had FMADDs - it's 8Flop/cycle throughput - so this would be 217 total.
Though I'm not a fan of counting PPE FP flops in addition to SIMD (goes for 360 CPU as well) as that was really not a practical use-case for these CPUs.
 

carsar

Member
Would be interesting to see the real effectiveness of xbox 1/ps2 vs xbox 360/ps3 vs xbox one\ps4 flops.
You can find results of GeForce4 Ti 4200(similar to xbox) and 7800 gtx(similar to ps3) in same tests, 7800 vs 8800gtx, 8800(250gts) vs 7770(xbox 1)/7850(ps4).
 

Journey

Banned
See this is shit metric. ps4 pro vs ps4 is not 100% faster. ps4 is 2k flops and ps4 pro over 4k flops.... yeah right.
ALso - 360 having less flops than ps3 but all multiplatform games looking better and running better on 360


Because it's wrong. This chart is more accurate

Console-Power-Chart-GFLOPS-Comparison-Large-2.png
 

nowhat

Member
I'm not really commenting on the thread - wanking over specs is fine and all, but not going to get into that debate.

But I must congratulate the OP, because I was really about to get a serious eye twitch about mismatching parentheses in the title, but upon closer inspection, they all match. So kudos OP.
 

Arkam

Member
Because it's wrong. This chart is more accurate

Console-Power-Chart-GFLOPS-Comparison-Large-2.png


Yea but whoever lazily did the bar graph just eyeballed (or intentionally distorted). Measure the PS5 ans XSX bars and do the math.... pretty far off. Crazy that the graph even has hatch marks they could have used if just eyeballing. Luckily the numbers for the two are accurate at least.
 
Yea but whoever lazily did the bar graph just eyeballed (or intentionally distorted). Measure the PS5 ans XSX bars and do the math.... pretty far off. Crazy that the graph even has hatch marks they could have used if just eyeballing. Luckily the numbers for the two are accurate at least.
Lol you measured it didn't you :messenger_tears_of_joy: , this one is more accurate (10,3 V 12,1)

xbox-series-x-vs-sony-ps5-sustained-graphics-performance-tflops-2.jpg
 
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