DaveBaumann: any truth to this - about Xbox2's GPU ?

The R400 was scrapped when the Loki core was started (R420) aka X800 Pro. That's all old ass news. What's new, and less documented, is the R500/520 design paths. 500 was scrapped in order to combine design efforts for the next gen Xenon & PC designs. Xenon's core is based on the 520.

posted by Reanimated on GAF.



any truth to this, or is this completely false?
 
Qroach said:

thats hella interesting...

from link said:
...
Xenon is powered by a 3.5+ GHz IBM PowerPC processor and a 500+ MHz ATI graphics processor. Xenon has 256+ MB of unified memory. ...

The CPU includes three independent processors (cores) on a single die. ...
Each core has two symmetric hardware threads (SMT), for a total of six hardware threads available to games. ...

The Xenon GPU is a custom 500+ MHz graphics processor from ATI. The shader core has 48 Arithmetic Logic Units (ALUs) that can execute 64 simultaneous threads on groups of 64 vertices or pixels. ALUs are automatically and dynamically assigned to either pixel or vertex processing depending on load. The ALUs can each perform one vector and one scalar operation per clock cycle, for a total of 96 shader operations per clock cycle. ...
Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). ...

The Xenon graphics architecture is a unique design that implements a superset of Direct3D version 9.0. ...

is any of this correct?
 
from link said:
...
Xenon is powered by a 3.5+ GHz IBM PowerPC processor and a 500+ MHz ATI graphics processor. Xenon has 256+ MB of unified memory. ...

The CPU includes three independent processors (cores) on a single die. ...
Each core has two symmetric hardware threads (SMT), for a total of six hardware threads available to games. ...

The Xenon GPU is a custom 500+ MHz graphics processor from ATI. The shader core has 48 Arithmetic Logic Units (ALUs) that can execute 64 simultaneous threads on groups of 64 vertices or pixels. ALUs are automatically and dynamically assigned to either pixel or vertex processing depending on load. The ALUs can each perform one vector and one scalar operation per clock cycle, for a total of 96 shader operations per clock cycle. ...
Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). ...

The Xenon graphics architecture is a unique design that implements a superset of Direct3D version 9.0. ...


That sounds like it's just from that one "leaked" diagram from a year-ish ago.
 
If they had invested in a clean sheet design for the CPU why wouldnt the invest in a clean (or at least new ) design, OK Sony will not have a clean but at least a new and invested ++++++++++ than MS, so WHY not belive that MS will have a clean design insted of a 3 years old (now) tech?
 
Qroach said:
Doesn't look like it's the information from the block diagram that floated around at all.

This has been posted on these forums several times...It was from SpOng I believe...
 
Megadrive1988 said:
any truth to this, or is this completely false?

All I can say is that all of the very strong indicators that I have at this point in time fly in the face of those statements.

one said:
So what is R520 like? Does it have Unified Shader ALUs?

If you look at its high level design then, no, it’s a straight implementation with discrete VS and PS units – it has different needs to address; this will be looking at the needs of PC games and, more importantly, API’s today, whereas R500 will be operating in a closed box with a closed API, tailored to its specific functionality, and with brand new games.

However, although it will probably look like a fairly traditional shader processing implementation I suspect that there will be a greater element of sharing of data between the two by virtue of it memory bus – so much so that I’m beginning to question whether the VS will bother with implementing their own texture lookups.
 
The stuff you linked was leaked at around the same time as that block diagram IIRC. I've certainly read it before at least.
 
DaveBaumann said:
Megadrive1988 said:
any truth to this, or is this completely false?

All I can say is that all of the very strong indicators that I have at this point in time fly in the face of those statements.

one said:
So what is R520 like? Does it have Unified Shader ALUs?

If you look at its high level design then, no, it’s a straight implementation with discrete VS and PS units – it has different needs to address; this will be looking at the needs of PC games and, more importantly, API’s today, whereas R500 will be operating in a closed box with a closed API, tailored to its specific functionality, and with brand new games.

However, although it will probably look like a fairly traditional shader processing implementation I suspect that there will be a greater element of sharing of data between the two by virtue of it memory bus – so much so that I’m beginning to question whether the VS will bother with implementing their own texture lookups.


okay, cool beans. that is pretty much along the lines of what i expected you to say, Dave.
 
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