apoppin
Lifer
SOME MORE on R500
Xbox 2 Hardware Specs Sneak into Web
pretty exciting, really
😉
While Microsoft says that the chip created for the Xbox 2 console will be ?custom?, graphics companies typically tend to re-use almost all circuitries they once implemented. NVIDIA created its extremely successful GeForce4 Titanium-series based on the GPU it developed for Microsoft?s Xbox, the same may happen with ATI and Xbox 2.
It is interesting to note that both ATI and Microsoft need to supply game developers with Shader Model 3.0-enabled hardware as soon as possible so to take advantage out of additional functionality in the first batch of Xbox 2 games. Since ATI does not currently have such graphics processors, Microsoft may either supply game developers NVIDIA-based graphics cards or wait for ATI?s SM 3.0-offering. The latter case probably requires ATI to have its graphics processor supporting pixel and vertex shaders 3.0 months before the Xbox 2 is scheduled for release. In case we assume that the Xbox 2 is to be launched in late 2005, then ATI will have to deliver its chip with SM 3.0 either in later 2004 or early 2005.
ATI Technologies? next product is rumoured to be code-named R480, suggesting that this is a yet another Shader Model 2.0 chip with boosted performance. The next-generation product code-named R500 was originally said to release in 2005. Most probably, it will be the base for Microsoft Xbox 2 console.
Specifications of the graphics engine the Xbox 2 console is reported to have impress much: the chip seems to have 10 times higher geometry and 4 times higher pixel performance compared to the RADEON X800 XT. In case the same applies to the desktop R500, then next year we will see processors outperforming today?s chips in graphics-intensive applications by a factor of 3, at least?
Xbox 2 Hardware Specs Sneak into Web
Xbox 2 Graphics Processor to Use Shader Model 3.0
The graphics processor designed for the Xbox 2 console is a custom 500MHz chip from ATI Technologies.
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 fillrate of 4 or more gigapixels/sec (16 gigasamples/sec with 4x antialiasing). The peak vertex rate is 500 or more million vertices/sec. The peak triangle rate is 500 or more million triangles/sec. Microsoft reportedly states that the figures are attainable with non-trivial shaders.
pretty exciting, really
😉