what bottleneck? It performed approximately equivalently to a Pentium 4 HT at 3.2ghz. or maybe it was Pentium-D. Whatever it was, it was nothing to sneeze at
The Xenon was/is generally considered underwhelming at best and a "dog" at worst. Anandtech (written by Anand himself) ran an article covering this "Microsoft's Xbox 360 & Sony's PlayStation 3 - Examples of Poor CPU Performance", but had to yank it due to MS and/or Sony threatening to make their relationship a bit less cooperative. You can find reposts everywhere since nothing is ever truly "gone" from the internet. Here's one example
http://gprime.net/board/showthread.php?p=89258#post89258
Important snips:
"While Microsoft and Sony have been childishly playing this flops-war, comparing the 1 TFLOPs processing power of the Xenon CPU to the 2 TFLOPs processing power of the Cell, the real-world performance war has already been lost."
"Right now, from what weve heard, the real-world performance of the Xenon CPU is about twice that of the 733MHz processor in the first Xbox. Considering that this CPU is supposed to power the Xbox 360 for the next 4 - 5 years, its nothing short of disappointing. To put it in perspective, floating point multiplies are apparently 1/3 as fast on Xenon as on a Pentium 4."
"The reason for the poor performance? The very narrow 2-issue in-order core also happens to be very deeply pipelined, apparently with a branch predictor thats not the best in the business. In the end, you get what you pay for, and with such a small core, its no surprise that performance isnt anywhere near the Athlon 64 or Pentium 4 class."
"The most ironic bit of it all is that according to developers, if either manufacturer had decided to use an Athlon 64 or a Pentium D in their next-gen console, they would be significantly ahead of the competition in terms of CPU performance.
"While the developers we've spoken to agree that heavily multithreaded game engines are the future, that future won't really take form for another 3 - 5 years. Even Microsoft admitted to us that all developers are focusing on having, at most, one or two threads of execution for the game engine itself - not the four or six threads that the Xbox 360 was designed for. Even when games become more aggressive with their multithreading, targeting 2 - 4 threads, most of the work will still be done in a single thread. It won't be until the next step in multithreaded architectures where that single thread gets broken down even further, and by that time we'll be talking about Xbox 720 and PlayStation 4. In the end, the more multithreaded nature of these new console CPUs doesn't help paint much of a brighter performance picture - multithreaded or not, game developers are not pleased with the performance of these CPUs."
"Another way to look at this comparison of flops is to look at integer add latencies on the Pentium 4 vs. the Athlon 64. The Pentium 4 has two double pumped ALUs, each capable of performing two add operations per clock, that's a total of 4 add operations per clock; so we could say that a 3.8GHz Pentium 4 can perform 15.2 billion operations per second. The Athlon 64 has three ALUs each capable of executing an add every clock; so a 2.8GHz Athlon 64 can perform 8.4 billion operations per second. By this silly console marketing logic, the Pentium 4 would be almost twice as fast as the Athlon 64, and a multi-core Pentium 4 would be faster than a multi-core Athlon 64. Any AnandTech reader should know that's hardly the case. No code is composed entirely of add instructions, and even if it were, eventually the Pentium 4 and Athlon 64 will have to go out to main memory for data, and when they do, the Athlon 64 has a much lower latency access to memory than the P4. In the end, despite what these horribly concocted numbers may lead you to believe, they say absolutely nothing about performance. The exact same situation exists with the CPUs of the next-generation consoles; don't fall for it."
"And that's what we have here today, with the Xbox 360 and PlayStation 3. Both consoles are marketed to be much more powerful than they actually are, and from talking to numerous game developers it seems that the real world performance of these platforms isn't anywhere near what it was supposed to be."