There's no single winner. The Xbox 360 was easier to develop for and often had better multiplatform performance early on. The PS3 had higher theoretical peak power but a difficult architecture; late exclusives surpassed 360 visuals.
| Spec | Xbox 360 (Xenos GPU) | PS3 (RSX + Cell) |
|---|---|---|
| GPU | ATI Xenos (Unified Shaders, 48 ALUs, 10 MB eDRAM) | NVIDIA RSX (G70 derivative, 24 pixel + 8 vertex pipes) |
| GPU Clock | 500 MHz | 550 MHz |
| Shader Model | 3.0 (Unified) | 3.0 (Split pixel/vertex) |
| CPU | 3× PowerPC @ 3.2 GHz (Xenon) | 1× PPE + 7× SPE @ 3.2 GHz (Cell) |
| Memory | 512 MB GDDR3 Unified @ 700 MHz | 256 MB XDR @ 3.2 GHz + 256 MB GDDR3 @ 700 MHz (Split) |
| Bandwidth | 22.4 GB/s (Unified) | 25.6 GB/s (XDR) + 22.4 GB/s (GDDR3) |
| eDRAM | 10 MB (4× MSAA free) | None (tiling/RSX resolve) |
| PS3 Exclusives (Visual Peak) | Xbox 360 Exclusives (Visual Peak) |
|---|---|
| The Last of Us (2013) | Halo 4 (2012) |
| Uncharted 2/3 | Gears of War 3 |
| God of War III / Ascension | Forza Motorsport 4 |
| Killzone 2/3 | Alan Wake |
| Gran Turismo 5/6 | Crysis 2/3 (360 ver.) |
PS3 exclusives generally push further (SPU compute for lighting, physics, animation, SPU-based MLAA). But 360 exclusives hold up remarkably well.