The Wii's hardware is very beefy. It has an advantage that is hardware is very GameCube-similar, so original SDKs stay compatible. This eases development costs for smaller studios that can't afford to shell out exorbitant fees to MS or Sony to develop shovelware for their machines (I'm looking at you, EA). Developers like Treasure rejoice. The hardware is well-understood and simple, so it can be taken full advantage of right out of the gate.
It is a power PC based CPU. Because of that the MHz doesn't compare directly.
The primary core of the "Cell" processor is a PowerPC core, and the XBox 360's cores are all PowerPC units. But they are some of IBM's slowest, least-efficient, hottest-running, and most power-hungry cores. They run at so high a clockrate because their performance per clock tick is terrible. The biggest problem is that game engines parallelize across multiple CPUs very poorly, so the other 2 cores end up getting very little done, just tiny helper tasks that only take miniscule burden off the primary core.
The situation with the PS3's CPU is much worse. Sony likes to call it 'rivalling that of supercomputers'. Well, that's sort of true; except that a SuperComputer would only be such because it has many, many, MANY processors. You can have a supercomputer made from thousands of 486DX2-66 processors. The "Cell" is effectively a backwards-designed vector processor. The PowerPC core divvies out instructions to an array of Vector units. What Sony would like you to believe is that this is a well-trained lean mean Processor Army ready to tear into today's latest games. What they don't tell you is that Vector Processing is designed primarily for performing a uniform task across a massive data set, again and again and again.
Suppose you need to take a set of 512,000,000 numbers and square them all. You'd get a vector processor to do it, and it'd be unbelievably fast at it, due to the repetitive workload and giant data set. They're best for 'set it and forget it' tasks, like cryptography, compression, scientific applications, perhaps code-breaking. Does this sound like something you'd do in a console? No. In a console game, you do a lot of dynamic work. Decisions of the player and dynamic and often random actions in the game dictate new instructions every frame. Putting such a workload on a Vector processor makes it run around like a chicken with its head cut off, accomplishing next to nothing. The main PowerPC core is as weak as one of the XBox 360's, so it's in need of all the help it can get.
But that's not the worst part. To feed the screaming little birds that are the Vector units, the main PowerPC core must interrupt its work. Then right away, they will need more instructions, and more, reporting back with tiny bits of completed work that do extremely little good. In the end, it's usually faster to do the work on the main PowerPC core than have it stop everything it is doing to babysit the 'mighty processor army'. To make matters worse, the Vector processors have extremely limited memory access, as well. You thought the GP2X's 940T was bad!
World-renowned 3D game programmer and father of the Quake I/II/III Doom/Doom 3 and Wolfenstein 3D engines reported the XBox 360 and PS3 had roughly the CPU processing power of a Pentium 4 at 1.4 GHz in a real-world scenario. That's much weaker than anything a 729 MHz PowerPC chip can do. (I find it odd the article does not even MENTION the larger SRAM as well-- 1T SRAM is extremely fast, and will provide even more performance gains. The extremely fast GDDR3 memory will also be usable by the CPU-- that's a massive performance boost right there. No desktop PC processor is even capable of using GDDR3 yet.)
The CPU sounds weak clockrate-wise-- but when you take these factors into account, the Wii has the CPU advantage. Graphically? It's not as powerful, certainly. But XBox 360 games and PS3 games, despite a lot of deceptive press filled with workstation-rendered fake videos that hooked lots of buyers, fail to impress visually, falling short of the performance of even the LAST generation of PC 3D accelerators. The Wii's graphical prowess may not be quite as high as the XBox 360 or PS3 in an ideal environment, but until the developers for the other 2 systems are able to make sense of the ridiculous hardware in front of them, it won't matter.
Also things that don't seem to be really making the impact they should-- the GPU will recieve a big performance boost from the enormous memory bandwidth of all that onboard VRAM-- the XBox 360's GPU has a piteously small amount, much too little to actually do much good. As for it being the 'exact same'? With the support and features listed, this cannot be the case. The GPU has clearly been redesigned. I question the validity of this article again ...
And at the end of the day, what really matters-- how many polygons your football player in NFL Roster Update 2009 has, or actual gameplay? ... That's what boils down to for me. I don't see myself buying any of the consoles in the near future, but if I got one, it'd end up being the Wii. It'll be the only machine with interesting and innovative titles from creative and revered game studios-- while the other two machines are teeming with sequels and more rehashes of already-stale formulaic game licenses. No thanks. And there's always the little bonus of the 'virtual console' emulators. Nintendo's hardware has always been strange and hard to emulate. Now that the company that designed it is taking the reins on emulating it, we should see some fantastically accurate emulators for the system that will outclass the experience of playing these games on a PC.
I haven't thought positively of a home game console since the Dreamcast, so I must give the Wii credit for rousing some of my attention. It's not very easy to do in this industry.
To those of you who actually read my insanely long post, if you don't wish to hear my views on the age-old MD vs. SNES debate, you may stop reading here.
PokeParadox posted on Sep 26 2006 at 05:43 AM said:
The SNES only had something like 3.5MHz cpu, that's true, but as Vimacs said... it had some nifty hardware that meant the slow cpu didn't matter. Overall it was a more powerful system.
(sound and graphical quality were much better on the snes. Most games looked better on the snes)
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It ran at 2.68 MHz in 99% of games. It had more colors possible onscreen at once but most games didn't take advantage of it. It had a lower resolution than the MD/Genesis (it could use resolutions higher than the MD's, but it would run abysmally because the CPU was too slow to arrange the tiles). The slow CPU still had to move all the sprites around, it had no help with that, so most sprites stayed very small, composed of very few tiles, compared to MD games. Most SNES games experienced very bad 'bullet time' when things got stressful-- the Megaman X series lagged awfully, Sparkster lags badly, the Star Wars games are all lagapaloozas. Lots of people thought Super R-Type had an automatic slowdown function to help you out when things got intense onscreen-- that was just the slowdown.
Now, SNES games that used the hardware right could look damn awesome, and sound good too-- using a lot of PCM audio. I prefer the sound of realtime sampled FM from the MD personally; the MD didn't do PCM that well in most cases (a few games did a great job) while the SNES did horribly shitty FM, but great PCM. (The downside being that a lot of PCM made ROM sizes large and cartridges expensive.)
Overall it was a matter of MD games being much faster and responsive, for more reflex-testing gameplay, while SNES games had prettier graphics and fancier effects and sound, but laggy or less-responsive gameplay. It's a real toss-up. I prefer the MD since I'm less about graphics and more about quick, snappy gameplay. But everyone's got their own opinion on that matter ...