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Xbox 360 specs


B.Ob.

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Xbox 360 Specs:

 

CPU

3 symmetrical cores running at 3.2 GHz each

2 hardware threads per core; 6 threads total

1 VMX-128 vector unit per core; 3 total

128 VMX-128 registers per hardware thread

1MB L2 Cache

9 billion dot product operations per second

 

Custom ATI GPU:

500 MHz Clock Speed

10 MB embedded DRAM

48-way parallel floating-point dynamically-scheduled shader pipelines

Unified shader architecture

500 million triangles per second polygon performance

16 gigasamples per second pixel fillrate using 4X MSAA

48 billion shader operations per second

 

Memory:

512 MB GDDR3 RAM

700 MHz DDR

Unified memory architecture

22.4 GB/s memory interface bus bandwidth

256 GB/s memory bandwidth to EDRAM

21.6 GB/s front-side bus

 

Overall System Floating-Point Performance:

1 TFLOP

 

Storage:

Detachable and upgradeable 20 GB hard drive

12X dual-layer DVD-ROM

Memory unit support starting at 64 MB

 

Input/Output:

Support for up to 4 wireless game controllers

3 USB 2.0 ports - 2 front concealed under flap, 1 rear - compatible with all USB devices

2 memory unit slots

 

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

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

Multichannel surround sound output

Supports 48 KHz 16-bit audio

320 independent decompression channels

32-bit audio processing

Over 256 audio channels

 

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 at rear of console

Wi-Fi Ready: 802.11 A, B and G

Video Camera Ready

 

Wireless Controllers:

'Black' & 'White' buttons moved to shoulders of controller; now known as 'Bumpers'

'Expansion Jack' & 'Audio Jack' located at the bottom of controller

Found at the top of controller is the 'Charge Port,' where the 'Play-Charge' recharging cable is connected

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Taking a Spin with the Xbox 360

 

"In order to provide you with the absolute best coverage of the Xbox 360 unveiling on the ‘Net, we’ve split our focus into five parts: the story behind the Xbox 360, an overview of capabilities (user interface, controller, Xbox Live), a full technical breakdown of the console, and two articles focusing on the specifications. Be sure to check out the full complement of our Xbox 360 coverage right here:"

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As per the PS3, it is ugly, but the controllers look much more usable than the current XBox ones, and more comfy than PS3. Again, wireless standard = awesome, and I am very interested in the new Live additions, but haven't decided which system I'm going to get yet.

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ATI talks Xbox 360 in London

 

"Speaking at a press conference in London, ATI technology specialist Rene Froeleke told journalists that Microsoft had specified that games must run at the 1280x720 resolution at 4xAA with no slowdown. Every single game will be supported at this graphical specification, which we think is great news for gamers playing on big-screen TVs."

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  • 2 weeks later...

Inside the Xbox 360, Part II: the Xenon CPU

 

"Xenon's design philosophy

The Xenon's triple-core design shares some DNA with the Playstation 3's Cell processor, so it's not surprising that it also embodies many of the same assumptions about the best way to wring performance out of the sorts of extremely large transistor counts that Moore's Curves have given the latest generation of integrated circuits. Like the Cell processor that will power the Playstation 3, the Xenon carries on the "RISC"-style tradition of trading programmer/compiler effort for hardware. In a nutshell, software writers who develop for Xenon must take on more of the burden of optimizing their code by making it explicitly parallel, and in return they get more execution hardware to play with."

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