. . .sez these folks here:
http://www.teamxbox.com/news.php?id=5388
The Graphic Chip
The graphic chip will be based on the the R500. This VPU has been in design at ATI’s Marlborough, Mass. office. It'll be fully compatible with DirectX 9's PS and VS 3.0 and the next version of DirectX: DX10, the same suite of APIs that will be used in Longhorn.
What nobody is telling you and you'll know about this first, here on TeamXbox, is the revolutionary approach of the Xbox 2 to deal with today's biggest problem in graphics chips: memory bandwidth.
The graphic chip will contain not only a graphics rendering core but up embedded DRAM acting as a frame buffer that is big enough to handle an image that is 480i and can be 4 times over sampled and double buffered. Yeah, we all remember Bitboys but this time you can bet this is for real. This solution will finally make possible HDTV visuals with full screen Anti-Aliasing on.
The technology also supports up to 512 MB of external memory on a 256-bit bus. However, current specs plan to use 256 MB RAM, big enough for next-generation visuals which are all about computational power rather than large storage.
http://www.teamxbox.com/news.php?id=5388
The Graphic Chip
The graphic chip will be based on the the R500. This VPU has been in design at ATI’s Marlborough, Mass. office. It'll be fully compatible with DirectX 9's PS and VS 3.0 and the next version of DirectX: DX10, the same suite of APIs that will be used in Longhorn.
What nobody is telling you and you'll know about this first, here on TeamXbox, is the revolutionary approach of the Xbox 2 to deal with today's biggest problem in graphics chips: memory bandwidth.
The graphic chip will contain not only a graphics rendering core but up embedded DRAM acting as a frame buffer that is big enough to handle an image that is 480i and can be 4 times over sampled and double buffered. Yeah, we all remember Bitboys but this time you can bet this is for real. This solution will finally make possible HDTV visuals with full screen Anti-Aliasing on.
The technology also supports up to 512 MB of external memory on a 256-bit bus. However, current specs plan to use 256 MB RAM, big enough for next-generation visuals which are all about computational power rather than large storage.