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ATI and the Xbox 360


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Interview: ATI and the Xbox 360

 

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.”

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ATI Xenos: XBOX 360 Graphics Demystified

 

"Those that have followed the development of 3D graphics over the past ten years or so will have seen a continual development of the capabilities of the processors, but fundamentally following the path of OpenGL pipeline model. 3dfx really ignited the market with their "Voodoo Graphics" add-in boards, which were not much more than just a raster engine: it utilised one chip for texture sampling and another for pixel processing (a simple Render Output unit - ROP); 3dfx further evolved that by adding an extra texture unit, allowing for slightly more complex effects in the raster pipeline. And so it was that this model was followed for a number of years with the main developments being the number of pixel pipelines and textures supported per pipeline, until NVIDIA took the step of moving further forward on OpenGL pipeline and giving accelerated support to the Transformation and Lighting process with GeForce 256. Whilst graphics processors had varying degrees of the geometry process, from clipping to setup, handled in hardware, adding a T&L engine was a significant step up the OpenGL pipeline, but didn’t really fundamentally change our thinking of graphics processors."

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