SOda, i hab mal ein paar Fakten gesammelt um endgültig zu zeigen wer hier die hw power hat: Xbox oder gamecube (ps2 behauptet eh keiner, oder?)
Anandtech:
[quote]
{cpu}
However from all of that data that we have seen comparing the PowerPC 750 to even the desktop Intel Celeron processor,
it does not seem that the Gekko can compete, performance-wise. .
.
So while isn't as powerful at the Xbox CPU, Gekko's smaller die and cooler operation provide for lower manufacturing costs and a smaller sized console which fit Nintendo's goals perfectly.
{gfx}
The fact that the Flipper's T&L is a fixed function T&L unit is a bit of a disappointment......
...... there is no skirting the fact that with a fixed function T&L pipeline there are limitations to exactly what game developers will be able to do.....
......Based on the operating frequency of the core (162MHz) you can tell that the Flipper graphics core isn't a fill-rate monster....
.....But we're not too sure about Nintendo's decision to continue to use 1T-SRAM even for the main memory. There are significantly faster DDR SDRAM devices out there, not even as fast as the 200MHz DDR featured in the Xbox that would provide much more memory bandwidth than the 1T-SRAM of the GameCube.....
....Again, we see elements of the efficiency of GameCube rather than a focus on raw power.
{sound}
Flipper is also home to a custom Macronix DSP that essentially does the job of NVIDIA's APU in the Xbox. The only difference is that the Macronix DSP is not powerful enough to perform real-time Dolby Digital Encoding without significant latency penalties....
...Dolby's Pro Logic II is an algorithm that extracts 5.1 audio out of a stereo signal by comparing the differences and similarities between the two signals. This is known as matrix surround decoder since it produces more channels than are in the original signal. Although it's not nearly as good as the 5.1 discrete audio signals found with Dolby Digital or DTS, it's far better than the original Pro Logic, which has its roots in the 1970's....
...A discrete 5.1 signal, on the other hand {Anmerkung der Redaktion tombman, XBOX=5.1} , is full bandwidth for the 5 main channels and by its very nature supports complete channel separation with targeting of a specific sound to a specific channel....
{i/o}
The GameCube has no built in hard drive, Ethernet or modem although there are expansion ports for all of these devices. Nintendo has already shown off what will become their Ethernet and modem adapters for the console but it is questionable how successful a major add-on product will be on a console. History has shown us that there is very little support for things like add-on storage devices mainly because of a lack of developer support. Developers are already limiting their options by releasing a title on a specific console, but they further limit themselves if they require the purchase of an add-on such as a hard drive or Ethernet adapter as well. This time around may be different, but based on things such as the Sega CD and the horribly executed 64DD drive we wouldn't expect too much potential from add-on products for the GameCube.
...Again, it is questionable how successful these add-on parts will be over the lifespan of the Cube. With Xbox owners currently taking advantage of the integrated Ethernet (a very cheap thing to include), we'll just have to wait and see how the Cube fares online....
{dvd}
Because the drive can't physically support DVDs, the GameCube cannot double as a DVD player
{resolution}
With the Xbox there are a number of supported DTV and HDTV resolutions including two of the more interesting ones - 720p and 1080i. The GameCube offers basic support for 480i and 480p, but that is all.
{controller}
The US Xbox controller is manageable, it's functional, but it's big. There's no getting around that fact. ....
..Nintendo did an excellent job with the GameCube controller, making it mold perfectly to almost any set of hands although a few of us found it a little too small. The size of the controller forces it to have less powerful rumble motors than the Xbox controller which isn't necessarily a bad thing. {A.d.R. tombman, kleiner Kontroller für Kinderhände, großer Xbox Kontroller für Männer, wlecher schaut professioneller aus? ->
http://images.anandtech.com/reviews...controllers.jpg )
{comparison}
While the PS2's Emotion Engine has a lot of potential, developers have continuously stated that the platform is too difficult to program for. With both GameCube and Xbox using widely available and common CPU platforms, the real competition exists between the Cube's Gekko and the Xbox's Intel CPU.
In terms of raw performance, the Celeron 733 (4-way set associative L2) will outperform the PowerPC 750 running at 500MHz in any of the synthetic benchmarks we've seen. We can only assume that a 733MHz CPU with a 133MHz FSB and 8-way set associative L2 cache would only be faster than the Gekko giving the Xbox the CPU performance advantage.
Raw GPU power and feature set does go to the NV2A core that is in the Xbox. Games such as Dead or Alive 3 are perfect examples of how easy it is for developers to write these custom pixel and vertex shader programs as well as how great the results can be. Both Flipper and the NV2A support texture-compression which plays a major role in the use of higher-resolution textures in games.
On the launch titles for the GameCube we've seen a number of lower resolution textures being used compared to the Xbox launch titles. That could just be a sign of the early adopters not taking advantage of the technology yet or it could be due to a lack of main memory bandwidth, it's too early to tell.The clear winner when it comes to audio is the Xbox. While Dolby Pro Logic II support is great, it isn't widely supported by most of today's receivers and lacks many of the benefits of Dolby Digital 5.1.
Also from an I/O standpoint the Xbox comes out ahead as well because of its built in hard drive and Ethernet adapter{die Vernichtung}
Both the GameCube and Xbox are clearly superior to the PS2 in terms of the quality of the graphics seen in games available today. The transition from PS2 to GameCube and/or Xbox is a fairly large leap, but going between GameCube and Xbox is a bit less dramatic.
From what we've seen based on the launch titles that are currently available, the Xbox takes the crown in terms of visual appeal from games today. Titles such as Rogue Squadron II and Super Smash Brothers Melee for the GameCube do show off some of the Cube's power but the graphics quality does not match what titles like DOA3 are able to produce on the Xbox.
It's entirely too early to crown one platform a winner
but based on specifications alone, Xbox is the more powerful console overall. Although the Flipper GPU's use of 1T-SRAM embedded into its die improves performance considerably, the overall package is not as powerful as the Intel/NVIDIA combination beneath the Xbox hood. Features such as real-time Dolby Digital Encoding as well as a very powerful programmable T&L core whose instruction sets have been publicly available for the past year now are only the tip of the iceberg. The inclusion of isochronous channels within the Xbox's HyperTransport link guarantee uninterrupted bandwidth to those tasks that require it which is very important when dealing with something like DD encoding, streaming off of the hard disk or network accesses[/quote]
Anmerkung: xbox is schneller, gamecube is effizienter und billiger. Fast so wie ein Kyro-Geforce Vergleich. Und wir wissen alle
was schneller ist Fazit: XBOX = OWNAGE !!!