- Sep 13, 2001
- 53,543
- 6,368
- 126
Text
It's a long article but a good read. I'll post a few quotes I thought were interesting ...
I am not a hardware guru so I don't know exactly what all the terms in that article means, but I somewhat know what the majorit of it means. I am getting really excited about XBox360. I just wish it wasn't coming out in 5 months and was coming out sooner.
It's a long article but a good read. I'll post a few quotes I thought were interesting ...
The PS3 does appear to have a huge amount of CPU power with the seven Cell cores. The problem they have is that CPU power isn?t really what developer?s need ? the bottleneck is really the graphics. Everybody is going multi-threaded and multi-core ? the Xbox 360 has three PowerPC cores, AMD and Intel both have dual-core chips, so everyone is having to learn how to write this stuff. But writing multi-threaded apps for two or three cores is difficult. Doing it for seven separate cores, when the main core has a slightly different feature-set from the other six, is very, very difficult.
By now, you?d have to have been hidden under a rock to have avoided learning the details of the ATI graphics that power the 360, dubbed Xenos. 10MB of Embedded DRAM provide enough of a buffer to enable all 360 games to have Anti-Aliasing switched on, effectively for no performance hit. The question on everyone?s lips is: is this something that?s going to turn up on the PC any time soon?
?I?d be very surprised if these hardware features were implemented on the PC any time soon,? we?re told. ?Microsoft has a very specific revision of DirectX (or Windows Graphics Foundation) for Xbox 360, just as they did with Xbox 1. DirectX for the PC includes no hardware specific instructions, because DirectX has to be 10 times more generic to work on a PC platform and the myriad of hardware configurations. I don?t think it will happen. Plus the architecture of the Xbox 360 is closed box ? that means we can do special things there which have no comparison in the PC space.
I began by asking Richard for his opinion on the Xbox 360 archtecture. ?I?m really impressed,? he commented, ?It?s way better than I would have expected at this point in the history of 3D graphics. The unified shader architecture alone is capable of giving a performance increase of a factor of nearly two over the hardware that we have in PCs today. That?s because we see many cases, and this is particularly true on consoles, where games are limited by one of the two groups of engines in the graphics chip, either the vertex engines or the pixel engines. With a unified pipeline we can now devote 100% of the hardware to which ever task is the bottleneck.?
How does he think the sharing of memory between the graphics and the main memory will affect performance? Well, Richard explains that the shared memory is ?Very different? from the technology implemented on the original Xbox, or even on today?s PC implementations.
?The intelligent memory gives pretty awesome speed ? the bandwidth is up to 2 Terabits per second. That kind of power is almost unimaginable. The old terminology of ?SMA (Shared Memory Architecture)? simply doesn?t do justice to the flexibility and power of the Xbox 360. SMA is a term we have inherited from the PC and it usually has some negative connotations, but the Xbox 360 is really nothing like that.?
I am not a hardware guru so I don't know exactly what all the terms in that article means, but I somewhat know what the majorit of it means. I am getting really excited about XBox360. I just wish it wasn't coming out in 5 months and was coming out sooner.