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300°

Microsoft Plans Stepwise Path to XBOX Upgrade

SAN JOSE, Calif. - Microsoft Corp. will take a phased approach to updating its Xbox 360 videogame console. Following the footsteps of the Sony Playstation2, Microsoft is gradually moving its existing chips to new process technologies as it evolves toward a smaller, quieter, cooler system dubbed Falcon.

zedane336869d ago

For a new ELITE ELITE Xbox 360!

BubblesDAVERAGE6869d ago (Edited 6869d ago )

Xenos: Maximum polygon count: 500 million triangles per second--------RSX: Maximum (optimistic case) polygon count: 750 million and more depending on how many triangle strips are used in a game
Xenos: Maximum Dot product operations: 24 billion per second----------RSX: Maximum Dot product operations: 33 billion per second
Xenos: Maximum shader operations: 48 billion per second (2 ALU x 48 shader pipelines x 500 MHz)-----------RSX: 68 billion shader operations per second (80 billion with Cell CPU)
Xenos: 16 texture filtering units (TF) and 16 texture Addressing unit (TA) 16 filtered samples per clock Maximum texel fillrate: 8 gigatexel per second ( 16 textures x 500 MHz ) 16 unfiltered texture samples per clock----------RSX: 24 texture filtering units (TF) and 8 texture Addressing unit (TA) 24 filtered samples per clock Maximum texel fillrate: 12 gigatexel per second ( 24 textures x 500 MHz ) 32 unfiltered texture samples per clock ( 8 TA x 4 texture samples )

edit : I never said xbox wasnt an amazing peice of hardware besides the failure rate its great..ps3 has not produced a game that is up the par with gears of war i admit that yet resistance was still a good game either way..but lair and uncharted and killzone and rachet and clank look amazine but so does mass effect and too human and halo..i knwo i soulda used commas but i wanted you to read it ...but they both can produce great games

ngoniko6869d ago

english?
stop with the tech jargon =D

Syko6869d ago

You have any links for all that BS you just stank this place up with ?

codeazrael6869d ago

It it's that much better, then why can't even the upgaming games for the ps3 compare to a first year 360 title like gears of war??? (Crickets sounding) I didnt think so.

The Real Joker6869d ago

Did you just make up that bullsh1t or did you copy and paste from a sony forum?

Xeoset6869d ago (Edited 6869d ago )

GPU Transistor Count
PS3 - RSX transistor count: 300.2 million transistors
Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)

GPU clock
Xbox 360 - Xenos clocked at 500 Mhz
PS3 - RSX clocked at 500 MHz

GPU video memory
Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s bus, multiplied by 8 thanks to multisampling unpacking for an effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)
PS3 - RSX: 256 MB GDDR3 VRAM clocked at 700 Mhz on a 128-bit bus
PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 275 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)
PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)
PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)
PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 22.4 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 22.4 GB/sec (shared with frame buffer)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

***************************** ******************************

How about you get your facts right.

Sorry for the wall of text aswell =)

ben hates you6869d ago (Edited 6869d ago )

one thing with the rsx and xenos RSX=256mb vs XENOS=512mb

but the ones above copy and paste all you want but i highly doubt you know anything about what you posted, you might know some though

ben hates you6869d ago

GeForce 8800 Ultra
Stream Processors 128 128 96
Core Clock (MHz) 612
Shader Clock (MHz) 1500
Memory Clock (MHz) 1080
Memory Amount 768MB
Memory Interface 384-bit
Memory Bandwidth (GB/sec) 103.7
Texture Fill Rate (billion/sec) 39.2

my quad core 3.2ghz gateway pc, 4 gigs RAM and i have two 8800s

Hayabusa 1176869d ago

BubblesDAVERAGE just got owned...

LiquifiedArt6869d ago

Also, i think what the Poster who can copy numbers is trying to compare is absolute stupidity. Thats like me saying a 4ghz CPU is greater then (2) 2.5Ghz CPU. You cant easily compare a Parellized system against a linear one. The GPUS are important but the point is, Sony built (just like the ps2) a PSeudo GPU as the CPU, this is why you can get a HUGE evolution of games for the system, instead of maxing the systems capacity after the 1st year.

I'd be careful with your quotes, you'll most likely be eating your little biased numbers a year from now.

BIadestarX6869d ago

Why do Sony fanboys put themselves in a situation where they swallow they own crap? Don't you know that we all have browsers? All we have to do is google...

@Xeoset - Great post.. bubbles for you.

@BubblesDAVERAGE - You just got served!

+ Show (8) more repliesLast reply 6869d ago
pwnsause6869d ago

well they better revise their system if they want me to buy their console. I dont want to be dealing with the RROD, neither does anyone else. not being a fanboy here, but you know its true. once that issue is fixed people will buy more 360s.

Double-Edged6869d ago

Anyone who really owns a 360.
is happy because of the Live experience and the Library of games already available.

and to think of the failure rates.... So what??

3 year warranty. and Microsoft is taking action to make it reliable system. Thumbs up man.

3 year warranty shows customer/gamer support.
$100 dollars off in 8months means desperation for customers/gamers

Umbrella Corp6869d ago

microsoft is often replicated but never duplicated live can never be done by sony

Daxx6869d ago

A bubble for you, kind sir.

Elginer6869d ago

any more freakin SKU's PLEASE

Show all comments (38)
40°

15 Years Ago, Mortal Kombat (2011) Saved Gaming’s Biggest Fighting Franchise

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.

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italiangamer10d ago

"Gaming’s Biggest Fighting Franchise"

Press X to (seriously) doubt.

DarXyde8d ago

Underrated comment. I used to hate that game so much that any time my siblings asked me to play it, I just picked Hom and shut myself down mid-match.

Soy9d ago

And then MK1 killed it again.

DivineHand1258d ago (Edited 8d ago )

15 years went by so fast. I remember playing through the story mode at launch.

40°

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50°

Early Tomb Raider: Legend gameplay footage shows unseen areas and different visuals

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