First and foremost we have a "unified shader architecture". No
other console or PC chip can boast this. And what, in short, it means is
that the hardware is always able to run at 100% efficiency. All previous
hardware has separate vertex and pixel shaders. That means that that
previous hardware just had to hope that the vertices and pixels came in just about the right ratios. If you got too many pixels then the vertex engines would be idle, and if you got too many vertices then the pixel engines would starve instead. It's not uncommon for one part of the chip to be starved of work for a large majority of the time - and that's obviously inefficient. With a unified architecture we have hardware that automatically moulds its-self to the task required and simply does whatever needs to be done. That all means that the Xbox 360 runs at 100% efficiency all the time, whereas previous hardware usually runs at somewhere between 50% and 70% efficiency. And that should means that clock for clock, the Xbox graphics chip is close to twice as efficient as previous graphics hardware.