Well I guess damage control mode has already started at Xbox central.
Xbox was only running on alpha kits with 25-40% speed e.t.c
It would want to be
http://www.extremetech.com/article2/0,1558,1817022,00.asp
Todd Holmdahl: Xbox 360 Interview
ET: Yesterday, Sony came out with their big unveiling of the PlayStation 3. Have you had a chance to see the specs?
TH: A little bit, yeah.
ET: How would you answer those that say they have a performance advantage? They say their CPU is more powerful, their GPU does this many shader operations per second…
TH: I don't really see how they're more powerful when they have one CPU core and we have three…
ET: They would argue they have eight cores.
TH: They have one core, they have seven something else.
ET: They're claiming higher gigaflops for their CPU, and a total system performance of two teraflops.
TH: I think it goes back to what we were talking about at the start of the discussion. It's really about developing a whole platform. It's not just about having a great platform on which to develop games. You have to have great hardware, but you also have to have great software and great services. When you do that, when you architect it from the ground up and focus only on developing a great game console and a great entertainment experience, then you are able to use every transistor on that design efficiently and get the most out of it. I would say that if you take a look at what's going on in some of these other designs, whether or not they'll be able to maximize all the different functions inside that particular design. You have to take a look at if they can manage all the different cores they have, you have to look at the bandwidth and communications and if they're going to get different bottlenecks.
What we've done is we've made sure that not only is our software and our hardware and our services all balanced so you have this great experience and it's easy to develop to, but we spent a lot of time working with ATI and with IBM, over 1,000 people, and we were only focused on developing this great console. We made sure that there was great balance between the memory and the GPU, and balance between the CPU and the GPU. There's balance inside of the GPU itself. You take a look at the embedded DRAM, for example. We put over a million gates in the embedded DRAM that do processing internal to the embedded DRAM. To do things that would normally be done on the GPU side. It helps with some of the stuff that happens during the rendering process, which means you don't have to shift that stuff back and forth across the memory bus.
Xbox was only running on alpha kits with 25-40% speed e.t.c
It would want to be
http://www.extremetech.com/article2/0,1558,1817022,00.asp
Todd Holmdahl: Xbox 360 Interview
ET: Yesterday, Sony came out with their big unveiling of the PlayStation 3. Have you had a chance to see the specs?
TH: A little bit, yeah.
ET: How would you answer those that say they have a performance advantage? They say their CPU is more powerful, their GPU does this many shader operations per second…
TH: I don't really see how they're more powerful when they have one CPU core and we have three…
ET: They would argue they have eight cores.
TH: They have one core, they have seven something else.
ET: They're claiming higher gigaflops for their CPU, and a total system performance of two teraflops.
TH: I think it goes back to what we were talking about at the start of the discussion. It's really about developing a whole platform. It's not just about having a great platform on which to develop games. You have to have great hardware, but you also have to have great software and great services. When you do that, when you architect it from the ground up and focus only on developing a great game console and a great entertainment experience, then you are able to use every transistor on that design efficiently and get the most out of it. I would say that if you take a look at what's going on in some of these other designs, whether or not they'll be able to maximize all the different functions inside that particular design. You have to take a look at if they can manage all the different cores they have, you have to look at the bandwidth and communications and if they're going to get different bottlenecks.
What we've done is we've made sure that not only is our software and our hardware and our services all balanced so you have this great experience and it's easy to develop to, but we spent a lot of time working with ATI and with IBM, over 1,000 people, and we were only focused on developing this great console. We made sure that there was great balance between the memory and the GPU, and balance between the CPU and the GPU. There's balance inside of the GPU itself. You take a look at the embedded DRAM, for example. We put over a million gates in the embedded DRAM that do processing internal to the embedded DRAM. To do things that would normally be done on the GPU side. It helps with some of the stuff that happens during the rendering process, which means you don't have to shift that stuff back and forth across the memory bus.