http://xbox360.ign.com/articles/617/617951p3.htmlAnother bit of information sent our way is the final transistor count for Xbox 360's graphics subset. The GPU totals 332 million transistors, which is spit between the two separate dies that make up the part. The parent die is the "main" piece of the GPU, handling the large bulk of the graphics rendering, and is comprised of 232 million transistors. The daughter die contains the system's 10MB of embedded DRAM and its logic chip, which is capable of some additional 3D math. The daughter die totals an even 100 million transistors, bringing the total transistor count for the GPU to 232 million.
And the image scaler seems to be a 3rd chip according to the Anand / Firingsquad interviews.
This makes for an interesting question of tradeoffs. Since the eDRAM should be fairly small per-transister, I am guessing the chips should be about the same size. Some questions (no real answers yet).
1. Since the R500 is 2 dies, will this have a positive effect on product yields? (It was noted that the R500 has a lot of backup redundancy so if some of the cache or ALUs are bad in production units there are some extra just in case to help yields, chips that have all of them working will have the extras disabled)
2. Since they are about the same size, was the Unified Shaders/eDRAM a good trade off compared to the more traditional GPU like the RSX?