115.2 GFLOPS ? (Xbox360 triple core CPU)

Discussion in 'Console Technology' started by Megadrive1988, May 13, 2005.

  1. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,702
    Likes Received:
    217
    http://1up.com/do/feature?pager.offset=1&cId=3140209


    that's a little over 1/10th (one tenth) of a teraflop / 1 TFLOPs.

    if true, that's certainly better than 50 ~ 70 GFLOPs figured with the rumored CPU downgrade.
     
  2. quest55720

    Regular

    Joined:
    Jun 6, 2003
    Messages:
    862
    Likes Received:
    14
    I wonder were they got that number from. Also did they use the 4xAA fill rate numbers as the standard filrate of 16Gp?
     
  3. The GameMaster

    Newcomer

    Joined:
    Feb 9, 2005
    Messages:
    109
    Likes Received:
    1
    Well... assuming that each of these custom PPC CPUs can do 6 operations per cycle...

    6 Operations Per Cycle X 2 Hardware Threads X 3 Physical Processors X 3.2GHz clock rate = 115.2 GFLOPs total combined theoretical CPU FLOPS performance. Again though that is theoretical much like the theoretical FLOPs from the Cell CPU.

    The GameMaster...
     
  4. ERP

    ERP Moderator
    Moderator Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    8*3.2Ghz*3 - SIMD Uints
    +2*3.2Ghz*3 - FPU

    = just over 100GFlops
     
  5. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,702
    Likes Received:
    217
    so, we're talking about 100 to 115 GFLOPs of peak theoretical floating point performance.


    30 to 50 Gflops of sustained real-world performance would be good, I would imagine.

    that would be a great deal better than PS2's 6.2 peak theoretical performance, PS2's likely 2 to 3 Gflops of real-world sustained performance,

    Xbox1's 3 Gflops of peak theoretical and probably 1 Gflops of sustained realworld performance

    Dreamcast's 1.4 peak theoretical Gflops and 900 MFLOPs sustained
     
  6. ERP

    ERP Moderator
    Moderator Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    I have no idea how your defining sustained, but your just throwing meaningless numbers around.
     
  7. Shrike_Priest

    Newcomer

    Joined:
    May 25, 2003
    Messages:
    45
    Likes Received:
    0
    Guess that means good news for the PS3 in terms of floating-point performance. If they do in fact use an 8 SPU Cell for a 256Gflops CPU.

    Either way, 115Gflops is quite impressive for the CPU. Although it does make you wonder about the whole "1 Teraflops of computing power"-comments. The return of the NVFlop :p
     
  8. jvd

    jvd
    Banned

    Joined:
    Feb 13, 2002
    Messages:
    12,724
    Likes Received:
    9
    Location:
    new jersey
    the gpu is using nvidia flops or sony flops to hit that :)

    Seriously though its just marketing numbers . Ms said 1 tflop and some how sony will come up with a number greater than that . Its how it works .
     
  9. Acert93

    Acert93 Artist formerly known as Acert93
    Legend

    Joined:
    Dec 9, 2004
    Messages:
    7,782
    Likes Received:
    162
    Location:
    Seattle
    MS mentioned "targeted performance" in GDC.

    I think MS is angling the GPU's performance. At Toms it gives some non-standard performance numbers. Since it is programmable and a unified shader setup they may be counting all those extra FLOPs.

    All marketing buzz. Ignore it ;)
     
  10. Shrike_Priest

    Newcomer

    Joined:
    May 25, 2003
    Messages:
    45
    Likes Received:
    0
    I dunno, I mean. A peak GFLOP-count can be spun this way and the other, and depending on how it works, the actual capabilities may vary, but it's still somewhat important.

    At least if you can compare the same types of floating point ops. I mean, take the Top500 list as an example.

    Higher peak usually means higher real-life performance. In this case, where one has double the amount, I'd say it's somewhat of an indicator at least :p
     
  11. BOOMEXPLODE

    Regular

    Joined:
    Feb 7, 2005
    Messages:
    271
    Likes Received:
    0
    The top 500 list is actually a perfect example of why these numbers are almost meaningless. For instance #9 has an Rpeak of 20 teraflops but it scores less than #8 which only has an Rpeak of 16 teraflops.
     
  12. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,702
    Likes Received:
    217
    Nvidia XGPU / X-Chip for Xbox1

    original flop-rating: "140.1 GFLOPs"

    revised rating: "120 GFLOPs"

    final NV2A rating: "80 GFLOPs"


    ATI Xbox 360 G|VPU (let me make some assumptions)

    no seperate floating point rating given, but obviously the lions-share of the flops rating is derived from the G|VPU. if the CPU is rated at 115 GFLOPs then one can see that MS is implying that the G|VPU is 900~1000+ "GFLOPs" read that as: just under, or at, or just over "1TFLOPs". there's your targeted 1TFLOP, or more than 1TFLOP.

    that means MS is saying that Xbox 360 G|VPU is roughly 11-13 times more powerful than Xbox GPU in floating point speed.
    (900 GFLOPs / 80 GFLOPs
    or 1000 GFLOPs / 80 GFLOPs
    or 1100 GFLOP / 80 GFLOPs)

    ...i gave a range for the ATI G|VPU since we dont know what its exact flops rating is... and obviously the 80 GFLOPs every time is Xbox1 GPU.

    of course, the only meaningful FLOPs rating is the 100 or 115 GFLOPs for the CPU. that is programmable / general purpose. even though it is still peak, and still theoretical flops.

    now back to the G|VPU....

    Xbox GPU to Xbox360 G|VPU seems to be a smaller leap than from Nintendo 64 GPU (RCP) to Gamecube GPU (Flipper) IMO

    more like Nintendo 64 to Dreamcast. ....and in some of the games, even THAT much is not evident. but to be fair, we're not seeing games run on final hardware yet.
     
  13. mckmas8808

    Legend

    Joined:
    Mar 8, 2005
    Messages:
    6,744
    Likes Received:
    28
    Yeah M$ claims 1 Teraflops of raw data. Please!! Stop lying M$. Please!!!
    ________
    Chrysler tevan
     
    #13 mckmas8808, May 13, 2005
    Last edited by a moderator: Feb 11, 2011
  14. mech

    Regular

    Joined:
    Feb 12, 2002
    Messages:
    535
    Likes Received:
    0
    Heh, even Microsoft can't decide how many GFLOPS the processor is, just don't worry about it, it's just marketing bs.
     
  15. Neeyik

    Neeyik Homo ergaster
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    1,231
    Likes Received:
    45
    Location:
    Cumbria, UK
    The figures given are for the AA sample fill-rate at 4x AA - the Xbox 360 has a pixel fillrate of 4Gpixels/sec = 4 x 4 = 16Gsamples/sec.
     
  16. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    22,874
    Likes Received:
    7,969
    They're talking about the CPU. AA and fillrate have nothing to do with it.
     
  17. PC-Engine

    Banned

    Joined:
    Feb 7, 2002
    Messages:
    6,799
    Likes Received:
    12
    I'm very impressed by what MS and IBM has achieved here. This is more than enough cpu power for next generation games and more than anyone predicted and even at a lower 3.2GHz clock. :wink:

    Everyone had predicted around 80GFLOPS peak at 3.5GHz. Using that esimate at 3.2GHz it would've been ~70 GFLOPs.
     
  18. Onde Pik

    Newcomer

    Joined:
    Sep 11, 2002
    Messages:
    22
    Likes Received:
    0
    Location:
    Denmark
    Hehe 48 pipelines? and embedded ram :p Will we see this on the next ATI GPU for pcs too?
     
  19. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    22,874
    Likes Received:
    7,969
    9 Billion what?
     
  20. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    43,576
    Likes Received:
    16,033
    Location:
    Under my bridge
    9 billion Dot-products
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...