The true unofficial XBox2 GPU specs

doncale

Banned
in bold

(for the idiots that keep passing off FAKE specs for the PC-ONLY R520 as if they were Xbox2 GPU specs)

Xenon Hardware Overview

By Pete Isensee, Development Lead, Xbox Advanced Technology Group

This documentation is an early release of the final documentation, which may be changed substantially prior to final commercial release, and is confidential and proprietary information of MS Corporation. It is disclosed pursuant to a nondisclosure agreement between the recipient and MS.
“Xenon” is the code name for the successor to the Xbox® game console from MS. Xenon is expected to launch in 2005. This white paper is designed to provide a brief overview of the primary hardware features of the console from a game developer’s standpoint.

Caveats
In some cases, sizes, speeds, and other details of the Xenon console have not been finalized. Values not yet finalized are identified with a “+” sign, indicating that the numbers may be larger than indicated here. At the time of this writing, the final console is many months from entering production. Based on our experience with Xbox, it’s likely that some of this information will change slightly for the final console.

For additional information on various hardware components, see the other relevant white papers.

Hardware Goals
Xenon was designed with the following goals in mind:

•Focus on innovation in silicon, particularly features that game developers need. Although all Xenon hardware components are technologically advanced, the hardware engineering effort has concentrated on digital performance in the CPU and GPU.

•Maximize general purpose processing performance rather than fixed-function hardware. This focus on general purpose processing puts the power into the Xenon software libraries and tools. Rather than being hamstrung by particular hardware designs, software libraries can support the latest and most efficient techniques.

•Eliminate the performance issues of the past. On Xbox, the primary bottlenecks were memory and CPU bandwidth. Xenon does not have these limitations.

Basic Hardware Specifications

Xenon is powered by a 3.5+ GHz IBM PowerPC processor and a 500+ MHz ATI graphics processor. Xenon has 256+ MB of unified memory. Xenon runs a custom operating system based on MS® Windows NT®, similar to the Xbox operating system. The graphics interface is a superset of MS® Direct3D® version 9.0.
CPU

The Xenon CPU is a custom processor based on PowerPC technology. The CPU includes three independent processors (cores) on a single die. Each core runs at 3.5+ GHz. The Xenon CPU can issue two instructions per clock cycle per core. At peak performance, Xenon can issue 21 billion instructions per second.

The Xenon CPU was designed by IBM in close consultation with the Xbox team, leading to a number of revolutionary additions, including a dot product instruction for extremely fast vector math and custom security features built directly into the silicon to prevent piracy and hacking.

Each core has two symmetric hardware threads (SMT), for a total of six hardware threads available to games. Not only does the Xenon CPU include the standard set of PowerPC integer and floating-point registers (one set per hardware thread), the Xenon CPU also includes 128 vector (VMX) registers per hardware thread. This astounding number of registers can drastically improve the speed of common mathematical operations.

Each of the three cores includes a 32-KB L1 instruction cache and a 32-KB L1 data cache. The three cores share a 1-MB L2 cache. The L2 cache can be locked down in segments to improve performance. The L2 cache also has the very unusual feature of being directly readable from the GPU, which allows the GPU to consume geometry and texture data from L2 and main memory simultaneously.
Xenon CPU instructions are exposed to games through compiler intrinsics, allowing developers to access the power of the chip using C language notation.
GPU


The Xenon GPU is a custom 500+ MHz graphics processor from ATI. The shader core has 48 Arithmetic Logic Units (ALUs) that can execute 64 simultaneous threads on groups of 64 vertices or pixels. ALUs are automatically and dynamically assigned to either pixel or vertex processing depending on load. The ALUs can each perform one vector and one scalar operation per clock cycle, for a total of 96 shader operations per clock cycle. Texture loads can be done in parallel to ALU operations. At peak performance, the GPU can issue 48 billion shader operations per second.

The GPU has a peak pixel fill rate of 4+ gigapixels/sec (16 gigasamples/sec with 4× antialiasing). The peak vertex rate is 500+ million vertices/sec. The peak triangle rate is 500+ million triangles/sec. The interesting point about all of these values is that they’re not just theoretical—they are attainable with nontrivial shaders.

Xenon is designed for high-definition output. Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). A 720p frame buffer fits very nicely here. Larger frame buffers are also possible because of hardware-accelerated partitioning and predicated rendering that has little cost other than additional vertex processing. Along with the extremely fast EDRAM, the GPU also includes hardware instructions for alpha blending, z-test, and antialiasing.

The Xenon graphics architecture is a unique design that implements a superset of Direct3D version 9.0. It includes a number of important extensions, including additional compressed texture formats and a flexible tessellation engine. Xenon not only supports high-level shading language (HLSL) model 3.0 for vertex and pixel shaders but also includes advanced shader features well beyond model 3.0. For instance, shaders use 32-bit IEEE floating-point math throughout. Vertex shaders can fetch from textures, and pixel shaders can fetch from vertex streams. Xenon shaders also have the unique ability to directly access main memory, allowing techniques that have never before been possible.

As with Xbox, Xenon will support precompiled push buffers (“command buffers” in Xenon terminology), but to a much greater extent than the Xbox console does. The Xbox team is exposing and documenting the command buffer format so that games are able to harness the GPU much more effectively.

In addition to an extremely powerful GPU, Xenon also includes a very high-quality resize filter. This filter allows consumers to choose whatever output mode they desire. Xenon automatically scales the game’s output buffer to the consumer-chosen resolution.

Memory and Bandwidth
Xenon has 256+ MB of unified memory, equally accessible to both the GPU and CPU. The main memory controller resides on the GPU (the same as in the Xbox architecture). It has 22.4+ GB/sec aggregate bandwidth to RAM, distributed between reads and writes. Aggregate means that the bandwidth may be used for all reading or all writing or any combination of the two. Translated into game performance, the GPU can consume a 512×512×32-bpp texture in only 47 microseconds.

The front side bus (FSB) bandwidth peak is 10.8 GB/sec for reads and 10.8 GB/sec for writes, over 20 times faster than for Xbox. Note that the 22.4+ GB/sec main memory bandwidth is shared between the CPU and GPU. If, for example, the CPU is using 2 GB/sec for reading and 1 GB/sec for writing on the FSB, the GPU has 19.4+ GB/sec available for accessing RAM.

Eight pixels (where each pixel is color plus z = 8 bytes) can be sent to the EDRAM every GPU clock cycle, for an EDRAM write bandwidth of 32 GB/sec. Each of these pixels can be expanded through multisampling to 4 samples, for up to 32 multisampled pixel samples per clock cycle. With alpha blending, z-test, and z-write enabled, this is equivalent to having 256 GB/sec of effective bandwidth! The important thing is that frame buffer bandwidth will never slow down the Xenon GPU.


Audio
The Xenon CPU is a superb processor for audio, particularly with its massive mathematical horsepower and vector register set. The Xenon CPU can process and encode hundreds of audio channels with sophisticated per-voice and global effects, all while using a fraction of the power of a single CPU core.

The Xenon system south bridge also contains a key hardware component for audio—XMA decompression. XMA is the native Xenon compressed audio format, based on the WMA Pro architecture. XMA provides sound quality higher than ADPCM at even better compression ratios, typically 6:1–12:1. The south bridge contains a full silicon implementation of the XMA decompression algorithm, including support for multichannel XMA sources. XMA is processed by the south bridge into standard PCM format in RAM. All other sound processing (sample rate conversion, filtering, effects, mixing, and multispeaker encoding) happens on the Xenon CPU.

The lowest-level Xenon audio software layer is XAudio, a new API designed for optimal digital signal processing. The Xbox Audio Creation Tool (XACT) API from Xbox is also supported, along with new features such as conditional events, improved parameter control, and a more flexible 3D audio model.
Input/Output

As with Xbox, Xenon is designed to be a multiplayer console. It has built-in networking support including an Ethernet 10/100-BaseT port. It supports up to four controllers. From an audio/video standpoint, Xenon will support all the same formats as Xbox, including multiple high-definition formats up through 1080i, plus VGA output.

In order to provide greater flexibility and support a wider variety of attached devices, the Xenon console includes standard USB 2.0 ports. This feature allows the console to potentially host storage devices, cameras, microphones, and other devices.

Storage
The Xenon console is designed around a larger world view of storage than Xbox was. Games will have access to a variety of storage devices, including connected devices (memory units, USB storage) and remote devices (networked PCs, Xbox Live™). At the time of this writing, the decision to include a built-in hard disk in every Xenon console has not been made. If a hard disk is not included in every console, it will certainly be available as an integrated add-on component.

Xenon supports up to two attached memory units (MUs). MUs are connected directly to the console, not to controllers as on Xbox. The initial size of the MUs is 64 MB, although larger MUs may be available in the future. MU throughput is expected to be around 8 MB/sec for reads and 1 MB/sec for writes.

The Xenon game disc drive is a 12× DVD, with an expected outer edge throughput of 16+ MB/sec. Latency is expected to be in the neighborhood of 100 ms. The media format will be similar to Xbox, with approximately 6 GB of usable space on the disk. As on Xbox, media will be stored on a single side in two 3 GB layers.

Industrial Design
The Xenon industrial design process is well under way, but the final look of the box has not been determined. The Xenon console will be smaller than the Xbox console.
The standard Xenon controller will have a look and feel similar to the Xbox controller. The primary changes are the removal of the Black and White buttons and the addition of shoulder buttons. The triggers, thumbsticks, D-pad, and primary buttons are essentially unchanged. The controller will support vibration.

Xenon Development Kit
The Xenon development environment follows the same model as for Xbox. Game development occurs on the PC. The resulting executable image is loaded by the Xenon development kit and remotely debugged on the PC. MS® Visual Studio® version 7.1 continues as the development environment for Xenon.

The Xenon compiler is based on a custom PowerPC back end and the latest MS® Visual C++® front end. The back end uses technology developed at MS for Windows NT on PowerPC. The Xenon software group includes a dedicated team of compiler engineers updating the compiler to support Xenon-specific CPU extensions. This team is also heavily focused on optimization work.
The Xenon development kit will include accurate DVD emulation technology to allow developers to very precisely gauge the effects of the retail console disc drive.

Miscellaneous Xenon Hardware Notes

Some additional notes:
•Xenon is a big-endian system. Both the CPU and GPU process memory in big-endian mode. Games ported from little-endian systems such as the Xbox or PC need to account for this in their game asset pipeline.

•Tapping into the power of the CPU is a daunting task. Writing multithreaded game engines is not trivial. Xenon system software is designed to take advantage of this processing power wherever possible. The Xbox Advanced Technology Group (ATG) is also exploring a variety of techniques for offloading graphics work to the CPU.

•People often ask if Xenon can be backward compatible with Xbox. Although the architecture of the two consoles is quite different, Xenon has the processing power to emulate Xbox. Whether Xenon will be backward compatible involves a variety of factors, not the least of which is the massive development and testing effort required to allow Xbox games run on Xenon.

http://forums.xbox-scene.com/lofiversion/index.php/t231928.html
 
Jr. said:
A little hostile are we??? You know, these are about as TRUE as the other ones! :lol


no, just tired of all the bullshit specs that arent even rumored to be for Xbox2. people just jump to conclusions and assum they are. at the the unofficial old specs have a shred of creibility to them, even if they are not the final spec.
 
Wow, tons of great info* Thanks doncale.



The primary changes are the removal of the Black and White buttons and the addition of shoulder buttons. The triggers, thumbsticks, D-pad, and primary buttons are essentially unchanged. The controller will support vibration.
I just had an orgasm. Best controller ever! S Controller for LIFE! Though wireless would have been nice. Wireless controller with a docking station so that it can charge between game sessions.

* Assuming it's true.
 
People often ask if Xenon can be backward compatible with Xbox. Although the architecture of the two consoles is quite different, Xenon has the processing power to emulate Xbox
Now thats interseting...
 
Is it me, or does the future of CPU's lie in Multicore cpu's on a single die?

Look at the Ps3 and Xenon..

Can we expect the same about the Revolution?
 
If those specs turn out to be true and the RAM is bumped to 512 or so, then the Xenon will be , imo, one of the best, most-efficient pieces of console hardware ever created. It'll be like the Gamecube in efficiency, but with more power for its time and a cooler look.
 
The standard USB 2.0 ports are a really great idea as well. Using Memory sticks for games would be really convenient.
 
open_mouth_ said:
If those specs turn out to be true and the RAM is bumped to 512 or so, then the Xenon will be , imo, one of the best, most-efficient pieces of console hardware ever created. It'll be like the Gamecube in efficiency, but with more power for its time and a cooler look.

agreed.
 
Legit.

But do note the “+” carefully placed in front of key areas.

Huge memory. Blazing cache and memory bandwidth. Fast and useful CPU architecture. Versatile. Easy to develop for (besides the twist of being multi-threaded). Shoulder buttons will rock. Removable storage will rock. Online will rock. Awesome tools, awesome compilers, awesome freaking system. Good job Microsoft, you’ve gained support of 100% of the development world, and Sony should be sweating bullets about now.

Best console ever.
 
Vortac said:
Legit.

But do note the “+” carefully placed in front of key areas.

Huge memory. Blazing cache and memory bandwidth. Fast and useful CPU architecture. Versatile. Easy to develop for (besides the twist of being multi-threaded). Shoulder buttons will rock. Removable storage will rock. Online will rock. Awesome tools, awesome compilers, awesome freaking system. Good job Microsoft, you’ve gained support of 100% of the development world, and Sony should be sweating bullets about now.

Best console ever.

Woah dude :lol
 
if these were Ps3 GPU specs, every one would believe them.... it's true, people are douche bags, and the sooner humanity is wiped out the better.... ;)
 
Scoot said:
It'll be awesome when someone enters this thread and translates this into layman's terms beyond "It will kick ass."

The end of that letter is pretty non technical.
Storage
The Xenon console is designed around a larger world view of storage than Xbox was. Games will have access to a variety of storage devices, including connected devices (memory units, USB storage) and remote devices (networked PCs, Xbox Live™). At the time of this writing, the decision to include a built-in hard disk in every Xenon console has not been made. If a hard disk is not included in every console, it will certainly be available as an integrated add-on component.

Xenon supports up to two attached memory units (MUs). MUs are connected directly to the console, not to controllers as on Xbox. The initial size of the MUs is 64 MB, although larger MUs may be available in the future. MU throughput is expected to be around 8 MB/sec for reads and 1 MB/sec for writes.

The Xenon game disc drive is a 12× DVD, with an expected outer edge throughput of 16+ MB/sec. Latency is expected to be in the neighborhood of 100 ms. The media format will be similar to Xbox, with approximately 6 GB of usable space on the disk. As on Xbox, media will be stored on a single side in two 3 GB layers.

Industrial Design
The Xenon industrial design process is well under way, but the final look of the box has not been determined. The Xenon console will be smaller than the Xbox console.
The standard Xenon controller will have a look and feel similar to the Xbox controller. The primary changes are the removal of the Black and White buttons and the addition of shoulder buttons. The triggers, thumbsticks, D-pad, and primary buttons are essentially unchanged. The controller will support vibration.

Xenon Development Kit
The Xenon development environment follows the same model as for Xbox. Game development occurs on the PC. The resulting executable image is loaded by the Xenon development kit and remotely debugged on the PC. MS® Visual Studio® version 7.1 continues as the development environment for Xenon.

The Xenon compiler is based on a custom PowerPC back end and the latest MS® Visual C++® front end. The back end uses technology developed at MS for Windows NT on PowerPC. The Xenon software group includes a dedicated team of compiler engineers updating the compiler to support Xenon-specific CPU extensions. This team is also heavily focused on optimization work.
The Xenon development kit will include accurate DVD emulation technology to allow developers to very precisely gauge the effects of the retail console disc drive.

Edit: In terms of Fanboy Math to throw around this fits the bill
The GPU has a peak pixel fill rate of 4+ gigapixels/sec (16 gigasamples/sec with 4× antialiasing). The peak vertex rate is 500+ million vertices/sec. The peak triangle rate is 500+ million triangles/sec. The interesting point about all of these values is that they’re not just theoretical—they are attainable with nontrivial shaders
 
"Some people believe them..."

i'm just more irked by the "good news for MS" = this is obviously bullshit, followed by
"outrageous good news for sony, 59 billlion polys a frame" = true - assness that we will inevitably decend into.

i've no doubt people would believe these as PS3 GPU specs.
 
Here's a question to get the ball rolling - is one ALU one unified shader? Is that the equivalent of a vertex or a pixel shader? Or would they use more than one ALU?
 
DCharlie said:
if these were Ps3 GPU specs, every one would believe them.... it's true, people are douche bags, and the sooner humanity is wiped out the better.... ;)

So, DC, I remember when you were one of the first ones on here to predict that the Xenon would have a heck of a shot at unseating the PS3 as market leader (in the west, anyway). I also remembered how people scoffed at that prediction :D

I was with you then and I'm with you now ;)
 
DCharlie said:
"Some people believe them..."

i'm just more irked by the "good news for MS" = this is obviously bullshit, followed by
"outrageous good news for sony, 59 billlion polys a frame" = true - assness that we will inevitably decend into.

Those people cannot believe 240 GFLOPS for the Shader Units alone ? Too bad for them.
 
gofreak said:
Here's a question to get the ball rolling - is one ALU one unified shader? Is that the equivalent of a vertex or a pixel shader? Or would they use more than one ALU?

The unit can be used for both Vertex Shading or Pixel Shading: one at a time naturally :).

These specs were leaked last September, I'm pretty sure most of them would have changed by now.

I am not so sure, but then we would have to see what you mean by changes and when those changes took place exactly ;).
 
Cheers Pana. OK, a second question: I'm left a little puzzled by the 96 shader ops per clock figure..NVidia claims 128 Pixel shader operations per clock with the older Geforce 6..?
 
The only thing that annoys me are the people that come to these type of threads with cryptic quotes with the intent of making others believe they "know something because they've got an inside contact."

... or they just take everything said in the beyond3d forums as scripture.
 
IJoel said:
The only thing that annoys me are the people that come to these type of threads with cryptic quotes with the intent of making others believe they "know something because they've got an inside contact."

... or they just take everything said in the beyond3d forums as scripture.


oh god yes, i agree.
 
IJoel said:
The only thing that annoys me are the people that come to these type of threads with cryptic quotes with the intent of making others believe they "know something because they've got an inside contact."

... or they just take everything said in the beyond3d forums as scripture.

if only you knew the things it will be able to do...
 
The media format will be similar to Xbox, with approximately 6 GB of usable space on the disk. As on Xbox, media will be stored on a single side in two 3 GB layers.

This document has just lost all of its credibility. DVD discs on Xbox can go up to 9GB (4.5GB per layer). There is no way that Microsoft is going backwards.
 
Vortac said:
Legit.

But do note the “+” carefully placed in front of key areas.

Huge memory. Blazing cache and memory bandwidth. Fast and useful CPU architecture. Versatile. Easy to develop for (besides the twist of being multi-threaded). Shoulder buttons will rock. Removable storage will rock. Online will rock. Awesome tools, awesome compilers, awesome freaking system. Good job Microsoft, you’ve gained support of 100% of the development world, and Sony should be sweating bullets about now.

Best console ever.

futamidance5jw.gif
 
AtomicShroom said:
This document has just lost all of its credibility. DVD discs on Xbox can go up to 9GB (4.5GB per layer). There is no way that Microsoft is going backwards.

Na, its more like 6 after all the security stuff.
 
gofreak said:
Cheers Pana. OK, a second question: I'm left a little puzzled by the 96 shader ops per clock figure..NVidia claims 128 Pixel shader operations per clock with the older Geforce 6..?

96 = 48 Shader ALU's * 2 ops.

Each op probably is 1 Vec4 operation and 1 Vec1 operation as the unit must be able to run both Vertex Shaders as Pixel Shaders.

If we take the throughout for MADD and we assume they can do scalar MADD as well as vector MADD this means 10 FP ops/cycle for each Shader ALU.

Let's see nVIDIA's figure 128 Shader ops, going by the definition we are taking here, would require about 64 Shader ALU's which nVIDIA simply does not have.

nVIDIA has 6 Vertex Shaders, giving 12 Shader ops/cycle, and 16 pipelines with 2 Shader ALU's per pipeline which give a total of 32 Shader ALU's for the Fragment/Pixel Processing portion of the GPU.

NV40's Pixel Shading ALU's do co-issue a 1 Vec3 operation with 1 Vec1 operation each cycle IIRC.

NV40 does not dream of reaching 500 MHz though as far as core speed is concerned.

Thi might be reasonable as having a fully unified Shader architecture and using the same Shader ALU's for both Vertex Shaders as well as Pixel Shaders does present some headaches, plus there are other features in these specs like e-DRAM, main RAM accessing in Shaders, etc... that take away transistors for more Shader ALU's. Also this GPU seems to imoplement a super-set (both in terms of features and performance) of the DirectX 9 API going beyond what NV40 can do.

R520 and NV40 both use a fixed distribution of Shader Units for Vertex Shaders and Pixel Shaders, they use different units for the different task AFAIK. XGPU 2 (Xbox 2's GPU) instead allows these 48 Shader ALU's to be used for whatever you want basically.
 
IJoel said:
The only thing that annoys me are the people that come to these type of threads with cryptic quotes with the intent of making others believe they "know something because they've got an inside contact."

... or they just take everything said in the beyond3d forums as scripture.

:lol, believe what you want to believe ;).
 
Xenon is designed for high-definition output. Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). A 720p frame buffer fits very nicely here. Larger frame buffers are also possible because of hardware-accelerated partitioning and predicated rendering that has little cost other than additional vertex processing. Along with the extremely fast EDRAM, the GPU also includes hardware instructions for alpha blending, z-test, and antialiasing.

In addition to an extremely powerful GPU, Xenon also includes a very high-quality resize filter. This filter allows consumers to choose whatever output mode they desire. Xenon automatically scales the game’s output buffer to the consumer-chosen resolution.

Sold!

The standard Xenon controller will have a look and feel similar to the Xbox controller. The primary changes are the removal of the Black and White buttons and the addition of shoulder buttons. The triggers, thumbsticks, D-pad, and primary buttons are essentially unchanged. The controller will support vibration.

Nice. The best controller just got better!
 
I hope it has more RAM. Seems like that's the major limiting factor for Xbox games late in the gen.

"believe what you want to believe ;)."

Yeah and I don't believe much of what you have to say.
 
Great news about the controller. I always thought the black and white buttons were kind of ackward, and I always wanted shoulder buttons. Assuming this is actually true of course.

Oh and uh...yay its powerful and such.
 
Imagine the Controller-S with no black and white buttons to contend with, completely wireless, two shoulder buttons placed directly above the triggers (so your middle fingers control the triggers while your index finger rests on the L1 and R1 buttons comfortably). Then image the controller being refined ever so slightly to fit even tighter and more comfortably in your hands (perhaps leather grips?) and you have the perfect controller. I hope MS goes this route.
 
CrimsonSkies said:
Yeah and I don't believe much of what you have to say.

Oh wait... is it the old "you are a Sony fanboy so I must not listen to you" thing ?

Please go ahead, if what I say does not make sense criticize it addressing what I said... if you choose not to believe anything I say only because it came from me... well, you are pathetic.

I have always looked at all three console players and their next generation efforts with interested eyes, expecting each of them to produce a nice architecture.

You can like something, but if you hate everything else and you downplay it just because it is not what you like then you are pathetic. I do not believe to have done what you are basically accusing me off, but hey shouting out names is cheap and easy...
 
open_mouth_ said:
Imagine the Controller-S with no black and white buttons to contend with, completely wireless, two shoulder buttons placed directly above the triggers (so your middle fingers control the triggers while your index finger rests on the L1 and R1 buttons comfortably). Then image the controller being refined ever so slightly to fit even tighter and more comfortably in your hands (perhaps leather grips?) and you have the perfect controller. I hope MS goes this route.


So basically the Wavebird..? :D
 
Panajev2001a said:
96 = 48 Shader ALU's * 2 ops.

Each op probably is 1 Vec4 operation and 1 Vec1 operation as the unit must be able to run both Vertex Shaders as Pixel Shaders.

If we take the throughout for MADD and we assume they can do scalar MADD as well as vector MADD this means 10 FP ops/cycle for each Shader ALU.

Let's see nVIDIA's figure 128 Shader ops, going by the definition we are taking here, would require about 64 Shader ALU's which nVIDIA simply does not have.

nVIDIA has 4 Vertex Shaders, giving 8 Shader ops/cycle, and 16 pipelines with 2 Shader ALU's per pipeline which give a total of 32 Shader ALU's for the Fragment/Pixel Processing portion of the GPU.

NV40's Pixel Shading ALU's do co-issue a 1 Vec3 operation with 1 Vec1 operation each cycle IIRC.

NV40 does not dream of reaching 500 MHz though as far as core speed is concerned.

Thi might be reasonable as having a fully unified Shader architecture and using the same Shader ALU's for both Vertex Shaders as well as Pixel Shaders does present some headaches, plus there are other features in these specs like e-DRAM, main RAM accessing in Shaders, etc... that take away transistors for more Shader ALU's. Also this GPU seems to imoplement a super-set (both in terms of features and performance) of the DirectX 9 API going beyond what NV40 can do.

R520 and NV40 both use a fixed distribution of Shader Units for Vertex Shaders and Pixel Shaders, they use different units for the different task AFAIK. XGPU 2 (Xbox 2's GPU) instead allows these 48 Shader ALU's to be used for whatever you want basically.



Panajev, based on the above information on Xbox 2 GPU, how much of a performance leap are we talking about from NV40 ? so the NV40 has 32 shader ALUs for the fragment / pixel processing portion. but it also has 6 Vertex Shaders, entirely seperate, right? so if Xbox 2 GPU has 48 shader ALUs for everything, it does not seem like a huge leap in the amount of processing units compared to NV40. NV40 6 vertex shaders plus 32 pixel processing ALUs (in 16 pipelines) 6 + 32 = 38. XBox 2 GPU = 48 for vertex and pixel.

or am i missing something?

of course, then there is the difference in processing power and processing efficiency between Nvidia's and ATI's ALUs. that may be where the big difference lies.
 
Uh oh. There is a leak somewhere...

Is anyone surprised? I have to say of the big three, MS is *terrible* at keeping stuff under wraps. Which frankly, I sort of like, because it means less waiting for info.
 
Top Bottom