Interview Teil 4:
What are the most important performance numbers of Xbox 360, especially compared to the original Xbox?
I guess there are a few numbers which are just astonishing.
First of all we have 48 unified shaders all running in parallel. That gives us roughly three times the graphics power of existing high end PC hardware. In this context 48 is a huge number! The original Xbox had just one vertex shader and four pixel shader pipes.
Then we have a total of 2 Terabits per second of bandwidth (you can also write this as "256 Gigabytes per second of bandwidth") into the intelligent video memory. To give you a sense of the scale of these it's roughly 50 times as much as was available in the first Xbox, and its equivalent to being able to copy roughly 50 DVDs across the memory bus every second. Every now and then I have to look at this number again to remind myself of just how huge it is!
And although my focus is graphics it's worth pointing out that the CPU cores in the Xbox 360 are seriously powerful too. There are three hyper-threaded cores each clocked at 3.2GHz each. That amounts to almost 20GHz of available processing power (6 * 3.2). Compared to the original Xbox CPU which ran at a lowly 0.7 GHz you can see that we should have roughly 30 times as much CPU power available.
If you stack up the numbers for Xbox 360 you get a system which is on average roughly twenty times more powerful than the original Xbox.
But it's not the averages that really matters. What matters most is how well we have eliminated the old key bottlenecks and in that case I think it's fair to argue that Xbox 360 is roughly 30 times more powerful than the original Xbox.
Microsoft has set a very high performance target for Xbox 360 and I'm genuinely delighted at how well ATI has exceeded any reasonable expectations.
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