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Sander

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規格如下

Custom IBM PowerPC-based CPU
3 symmetrical cores running at 3.2GHz 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
1MB L2 cache

CPU Game Math Performance
9 billion dot product operations per second

Custom ATI Graphics Processor
500MHz
10MB 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 MB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus

Overall System Floating-Point Performance
1T FLOP

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,br>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

Audio
Multichannel surround sound output
Supports 48 KHz 16-bit audio
320 independent decompression channels
32-bit audio processing
Over 256 audio channels

System Orientation
Stands vertically or horizontally

Customizable Face Plates
Interchangeable to personalize the console


看看ATi Custom Graphics的部份:

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


500MHz的頻率和現在的R480差不多
個人認為R520應該會更高
10MB eDRAM則是XBOX所獨有
是用來實現沒有任何效能損失的FSAA
這在R520上可能看不到
比較值得注意的是48個Shader
而且竟然已經用上Unified shader architecture
也就是R520可能Vertex Shader和Pixel Shader已經合而為一了
由這點看來R520很可能會支援Longhorn中的WGF 1.0 (Windows Graphics Foundation 1.0)
也就是所謂的DirectX下一代
48個Shader個人猜想比較可能是24pixel-pipe, 單pipe兩Shader的架構
而Dynamically-Scheduled個人猜想可能是追隨nVIDIA在NV40上所採用的SuperScalar架構, 讓多pipe的scheduling更有效率

以上都是個人猜想啦
大家可以討論囉~~
 

NV45

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R520跟R500不一樣................
R520只有16 pipe,
R500已完全沒有pipe之類的

如果X360給我支援PC的遊戲軟體,瞬時那些雙核心都變廢渣,
 

fantasy

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can

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三核心 3.2G 的 CPU, 真是見鬼了....... orz
拋棄 x86 架構是因為已經不行了嗎?

-------

如果可以做簡單的錄影剪接燒錄弁? 我想我會買一臺來玩玩...
 

MUS

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Originally posted by NV45@May 13 2005, 04:00 PM
R520跟R500不一樣................
R520只有16 pipe,
R500已完全沒有pipe之類的

如果X360給我支援PC的遊戲軟體,瞬時那些雙核心都變廢渣,
Custom IBM PowerPC-based CPU
3 symmetrical cores running at 3.2GHz 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
1MB L2 cache

CPU Game Math Performance
9 billion dot product operations per second

不只雙核心,就算是再多加個MP=Quad Core也打不贏6hardware threads啦∼
 
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