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Xbox 360... OM GOODNESS!!

 

05-16-05 05:17 AM
BigBob85 is Offline
| ID: 27072 | 842 Words

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This is info i got off http://xbox.gamespy.com/xbox-360/perfect-dark-zero/613063p1.html. OM GOODNESS!!!

Xbox 360: The Specs (X360)
We talk to Microsoft's Todd Holmdahl and get 100% official technical specifications.
By Bryn Williams | May 12, 2005


The last part of our Xbox 360 tour at Microsoft last week involved a brief meeting with Todd Holmdahl (corporate vice president, Xbox product group) who is personally responsible for the design, engineering, testing, and manufacturing of all Xbox consoles worldwide. Holmdahl went into some detail about the underlying architecture of Xbox 360, including a basic overview of the hardware, platform, services, and software, and how everything related to the core components of the system.

To accompany our visit, Microsoft furnished us with the final tech specifications for the console -- something which has long been the subject of much speculation across eager Internet fan sites and news groups. And it's also interesting to note that GameSpy's previous Xbox 360 article that broke earlier in the year at GDC 2005 was pretty much on the money in terms of the specs we'd been privy too.

Holmdahl then showed us some rather cool visual aids to help us understand a little better exactly how much hard work has gone into the engineering and design of the machine. We checked out the final mainboard of the 360, complete with a water-cooled CPU, GPU, and memory modules installed. It's pretty hard to comprehend the level of technology funneled into the 360 in light of its exceptionally cool form-factor; the internal guts of the machine are likely to set a new standard in efficiency of operation for modern-day video-game systems.


Microsoft's Todd Holmdahl


Along with seeing the final CPU, GPU, TV encoder, and Southbridge chips in the flesh, we were told how the CPU's three cores are capable of running at a whopping 3.2 GHz each -- each core supporting two threads making for a total of six threads running at any one time. The CPU is a custom-built IBM PowerPC-based chip. The GPU is also a powerhouse, and Holmdahl seemed confident that the graphical grunt of the 360 is around twice as powerful as the most powerful PC chipset architecture currently in circulation. With a clock speed of 500 MHz, the GPU (designed by ATI) is able to support up to 48 different pixel shaders (advanced shader language) at any one time, something which will allow developers and artists to use some truly gorgeous rendering and special effects in their games.

The CPU and GPU are linked together by a blisteringly fast data bus which can transfer operations at an incredible 5.4 Gb per second. Couple this together with the TV encoder chip (responsible for the various high-definition output modes that connect to HD-compatible displays) and the Southbridge chip which deals with a variety of functions like audio, and the core of the 360 shapes up to be incredibly efficient and extremely powerful. The bottom line? Games for the Xbox 360 have the potential to be very, very special. After all, the overall system floating-point performance of the machine is an astounding 1 TFLOP!

Here for the first is the entire finalized set of specifications for the Xbox 360:

Custom IBM PowerPC-based CPU:

3 symmetrical cores running at 3.2 GHz each
2 hardware threads per core; 6 hardware threads total
1 VMX-128 vector unit per core; 3 total
128 VMX-128 registers per hardware thread
3 symmetrical cores running at 3.2 GHz each
1 MB L2 cache

CPU Game Math Performance:

9 billion dot product operations per second

Custom ATI Graphics Processor:

500 MHz
10 MB embedded DRAM
48-way parallel floating-point dynamically-scheduled shader pipelines
Unified shader architecture

Polygon Performance:

500 million triangles per second

Pixel Fill Rate:

16 gigasamples per second fillrate using 4X MSAA

Shader Performance:

48 billion shader operations per second

Memory:

512 MB GDDR3 RAM
700 MHz DDR
Unified memory architecture

Memory Bandwidth:

22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus

Overall System Floating-Point Performance:

1 TFLOP

Storage:

Detachable and upgradeable 20 GB hard drive
12X dual-layer DVD-ROM
Memory unit support starting at 64 MB

I/O:

Support for up to 4 wireless game controllers
3 USB 2.0 ports
2 memory unit slots

Optimized for Online:

Instant, out-of-the-box access to Xbox Live features, including Xbox Live Marketplace for downloadable content, Gamer Profile for digital identity and voice chat to talk to friends while playing games, watching movies or listening to music
Built in Ethernet Port
Wi-Fi Ready: 802.11 A, B and G
Video Camera Ready

Digital Media Support:

Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
Stream media from portable music devices, digital cameras, Windows XP PCs
Rip music to Xbox 360 hard drive
Custom playlists in every game
Windows Media Center Extender built in
Interactive, full screen 3D visualizers

HD Game Support:

All games supported at 16:9, 720p and 1080i, anti-aliasing
Standard definition and high definition video output supported

System Orientation:

Stands vertically or horizontally

Customizable Face Plates:

Interchangeable to personalize the console
This is info i got off http://xbox.gamespy.com/xbox-360/perfect-dark-zero/613063p1.html. OM GOODNESS!!!

Xbox 360: The Specs (X360)
We talk to Microsoft's Todd Holmdahl and get 100% official technical specifications.
By Bryn Williams | May 12, 2005


The last part of our Xbox 360 tour at Microsoft last week involved a brief meeting with Todd Holmdahl (corporate vice president, Xbox product group) who is personally responsible for the design, engineering, testing, and manufacturing of all Xbox consoles worldwide. Holmdahl went into some detail about the underlying architecture of Xbox 360, including a basic overview of the hardware, platform, services, and software, and how everything related to the core components of the system.

To accompany our visit, Microsoft furnished us with the final tech specifications for the console -- something which has long been the subject of much speculation across eager Internet fan sites and news groups. And it's also interesting to note that GameSpy's previous Xbox 360 article that broke earlier in the year at GDC 2005 was pretty much on the money in terms of the specs we'd been privy too.

Holmdahl then showed us some rather cool visual aids to help us understand a little better exactly how much hard work has gone into the engineering and design of the machine. We checked out the final mainboard of the 360, complete with a water-cooled CPU, GPU, and memory modules installed. It's pretty hard to comprehend the level of technology funneled into the 360 in light of its exceptionally cool form-factor; the internal guts of the machine are likely to set a new standard in efficiency of operation for modern-day video-game systems.


Microsoft's Todd Holmdahl


Along with seeing the final CPU, GPU, TV encoder, and Southbridge chips in the flesh, we were told how the CPU's three cores are capable of running at a whopping 3.2 GHz each -- each core supporting two threads making for a total of six threads running at any one time. The CPU is a custom-built IBM PowerPC-based chip. The GPU is also a powerhouse, and Holmdahl seemed confident that the graphical grunt of the 360 is around twice as powerful as the most powerful PC chipset architecture currently in circulation. With a clock speed of 500 MHz, the GPU (designed by ATI) is able to support up to 48 different pixel shaders (advanced shader language) at any one time, something which will allow developers and artists to use some truly gorgeous rendering and special effects in their games.

The CPU and GPU are linked together by a blisteringly fast data bus which can transfer operations at an incredible 5.4 Gb per second. Couple this together with the TV encoder chip (responsible for the various high-definition output modes that connect to HD-compatible displays) and the Southbridge chip which deals with a variety of functions like audio, and the core of the 360 shapes up to be incredibly efficient and extremely powerful. The bottom line? Games for the Xbox 360 have the potential to be very, very special. After all, the overall system floating-point performance of the machine is an astounding 1 TFLOP!

Here for the first is the entire finalized set of specifications for the Xbox 360:

Custom IBM PowerPC-based CPU:

3 symmetrical cores running at 3.2 GHz each
2 hardware threads per core; 6 hardware threads total
1 VMX-128 vector unit per core; 3 total
128 VMX-128 registers per hardware thread
3 symmetrical cores running at 3.2 GHz each
1 MB L2 cache

CPU Game Math Performance:

9 billion dot product operations per second

Custom ATI Graphics Processor:

500 MHz
10 MB embedded DRAM
48-way parallel floating-point dynamically-scheduled shader pipelines
Unified shader architecture

Polygon Performance:

500 million triangles per second

Pixel Fill Rate:

16 gigasamples per second fillrate using 4X MSAA

Shader Performance:

48 billion shader operations per second

Memory:

512 MB GDDR3 RAM
700 MHz DDR
Unified memory architecture

Memory Bandwidth:

22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus

Overall System Floating-Point Performance:

1 TFLOP

Storage:

Detachable and upgradeable 20 GB hard drive
12X dual-layer DVD-ROM
Memory unit support starting at 64 MB

I/O:

Support for up to 4 wireless game controllers
3 USB 2.0 ports
2 memory unit slots

Optimized for Online:

Instant, out-of-the-box access to Xbox Live features, including Xbox Live Marketplace for downloadable content, Gamer Profile for digital identity and voice chat to talk to friends while playing games, watching movies or listening to music
Built in Ethernet Port
Wi-Fi Ready: 802.11 A, B and G
Video Camera Ready

Digital Media Support:

Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
Stream media from portable music devices, digital cameras, Windows XP PCs
Rip music to Xbox 360 hard drive
Custom playlists in every game
Windows Media Center Extender built in
Interactive, full screen 3D visualizers

HD Game Support:

All games supported at 16:9, 720p and 1080i, anti-aliasing
Standard definition and high definition video output supported

System Orientation:

Stands vertically or horizontally

Customizable Face Plates:

Interchangeable to personalize the console
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05-26-05 08:41 PM
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Originally posted by BigBob85

Polygon Performance:

500 million triangles per second



Wow, thtas alot of polygons... Most games only have around what?? Half of that?
X-Box's .... i forgot what its called.. Its a Driving Game.. the second one... Its cars use around 16,000 Polygons... and honestly how much would scenery take up...?
Originally posted by BigBob85

Polygon Performance:

500 million triangles per second



Wow, thtas alot of polygons... Most games only have around what?? Half of that?
X-Box's .... i forgot what its called.. Its a Driving Game.. the second one... Its cars use around 16,000 Polygons... and honestly how much would scenery take up...?
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(edited by IceWave04 on 05-26-05 06:41 PM)    

05-27-05 12:38 AM
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500 million triangles per second?
what is that? never heard that term
500 million triangles per second?
what is that? never heard that term
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05-27-05 05:47 AM
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Modified King-Pow Quote :

Thats Alot Of Nuts Triangles
Modified King-Pow Quote :

Thats Alot Of Nuts Triangles
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05-30-05 12:20 AM
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Ya know...how do you guys learn about all this stuff...I read it and get so lost...all I know game counsils for, is playing them. I don't worry how much whatever they have. As long as it works and I can play games and have fun...what else do I need?
Ya know...how do you guys learn about all this stuff...I read it and get so lost...all I know game counsils for, is playing them. I don't worry how much whatever they have. As long as it works and I can play games and have fun...what else do I need?
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05-30-05 12:27 AM
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Many people think they know what they're talking about but truly do not.(not: not referring to anyone in particular).

We have like 5 Xbox 360 threads throughout the board lol.
Many people think they know what they're talking about but truly do not.(not: not referring to anyone in particular).

We have like 5 Xbox 360 threads throughout the board lol.
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05-30-05 12:33 AM
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Mrmenz...do you know anything about what they're talkin' about?
Mrmenz...do you know anything about what they're talkin' about?
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05-30-05 12:42 AM
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I hate when people make themselves look smarter than what they are (not refering to anyone in this thread), that kind of stuff makes me just feel dumb
I admit to what I know and dont know, lol.
I hate when people make themselves look smarter than what they are (not refering to anyone in this thread), that kind of stuff makes me just feel dumb
I admit to what I know and dont know, lol.
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05-30-05 02:20 AM
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But David...you know alot...
But David...you know alot...
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06-11-05 08:05 AM
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I understand most of it. I dont know the graphics side to it... but that is alot of triangles per second . Graphics is drawn in them , really small ones. But there not really triangles apparently... There apparently triangula pyramids .... Im going to bed...

< Was just on 666 posts #_o
I understand most of it. I dont know the graphics side to it... but that is alot of triangles per second . Graphics is drawn in them , really small ones. But there not really triangles apparently... There apparently triangula pyramids .... Im going to bed...

< Was just on 666 posts #_o
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(edited by BigBob85 on 06-11-05 06:06 AM)    

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Yeah, triangles are just the smallest and easiest-to-process polygons, having only 3 vertices. That's all.
Yeah, triangles are just the smallest and easiest-to-process polygons, having only 3 vertices. That's all.
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