TXB on Xbox2 = 51.2GB/s bandwidth??

vince, not that i am trying to PS3ed this topic, but it makes some interesting note to lookie around the bandwidth numbers of next gen RAMS/systems.



grall, as a consumer, the more the merrier! :D
 
Where did this come from? Is there actually anything new and real in this? It strikes me that the poster has cherry picked a number of official statements and then hobbled them together with some stuff thats happened recently (1600MHz GDDR2).

The PS/VS3.0 things is surely a but of a large gaff - R500 will be very different from R420 since its another new architecture, so PS/VS4.0 is almost certain IMO. I'm wouldn't be too sure about GDDR2 support either, since when ATI were initially talking about R400 (whatR500 used to be) they were also talking up the GDDR3 which they had been developing with a number of manufacturers - IIRC GDDR3 had slightly better properties for working as a wider bus than GDDR2 does - so it wouldn't surprise me if GDDR3 was used.
 
zurich said:
Something that is correct, as several publications have put in evidence that ATI’s Radeon 9800 Pro surpasses the GeForce FX 9800 Ultra in most Pixel Shaders 2.0 benchmarks.

:?:

Woops!

Given the physical constaints of a console for heating, etc., wouldn't it make more sense to go with lower clocked ram with a wider data path (as opposed to the quoted 1600mhz GDDR2 ram)? I know it means more traces and more board layers, but it would cut down on heat, yes?

edit: also, isn't say 500mhz 256bit ram more efficient than 1ghz 128bit ram?

GDDR3 consumes ~ 50% less power than graphics DDR2. Who knows, it might even use water cooling coupled with a silent fan not that it will need it...
 
A low-speed 120*25mm fan right in the top cover (or side, for upright PS3 design - if that's the way they go) ducted across a big-ass skived copper heatsink (or maybe extruded alu would be enough really if area big enuff) covering CPU, GPU, RAM would do the trick I guess. Heck, the Gamecube is cooled by the piddliest fan of the current three consoles and it is rated at like 43W.

*G*
 
They could use some sort of heat pipe based system like Shuttle uses on their SFF PCs.

1058413166p3DsY6qgAF_1_7_l.jpg
 
DaveBaumann said:
Where did this come from? Is there actually anything new and real in this? It strikes me that the poster has cherry picked a number of official statements and then hobbled them together with some stuff thats happened recently (1600MHz GDDR2).

The PS/VS3.0 things is surely a but of a large gaff - R500 will be very different from R420 since its another new architecture, so PS/VS4.0 is almost certain IMO. I'm wouldn't be too sure about GDDR2 support either, since when ATI were initially talking about R400 (whatR500 used to be) they were also talking up the GDDR3 which they had been developing with a number of manufacturers - IIRC GDDR3 had slightly better properties for working as a wider bus than GDDR2 does - so it wouldn't surprise me if GDDR3 was used.

Yes, GDDR3 seems way more probable. Micron, the current memory supplier for Microsoft, worked with ATI on finalizing the GDDR-3 spec. Micron and ATI have an established working relationship which should have some political influence in addition to the better performance GDDR-3 has.

My opinion on the memory architecture of the Xbox 2 is that it will be segmented.

A pool of high band video ram for the VPU. GDDR-III

A pool of very low latency ram for the CPU. RLDRAM-II


Low latency can make online games feel more responsive. Getting a smoother experience online can happen if everyones sending out packets at a high sustained rate. Microsoft really can't do much about bandwidth upstream/downstream, but they can attack the latency problem.
 
They wont need alot of ram for the cpu. THere is no os to hog memory. I can see them go with 64-128 megs of whatever is the best cpu ram of the time. Have the sound chip and the cpu use that and then have the gpu running on 512 megs of whatever is the fastest they want to put in i t. Ati being very good at making low power chips compared to nvidia should be able to keep whatever chip in there running cool. We will most likely see a 1ghz slower than top of the line chip in the xbox2. That way it can run under volted and much cooler. Prob a 3ghz-3.5ghz if they go intel.
 
For a Christmas 2005 product, 51.2gb/s seems fairly low, tbh. I'd expect it to be higher than that, by a fair margin.
 
PaulS said:
For a Christmas 2005 product, 51.2gb/s seems fairly low, tbh. I'd expect it to be higher than that, by a fair margin.

Doesn't seem low to me at all.

What is your expectation, other than generally "higher than 51.2 GB/sec by a fair margin?"
 
Yes, GDDR3 seems way more probable. Micron, the current memory supplier for Microsoft, worked with ATI on finalizing the GDDR-3 spec. Micron and ATI have an established working relationship which should have some political influence in addition to the better performance GDDR-3 has.

My opinion on the memory architecture of the Xbox 2 is that it will be segmented.

A pool of high band video ram for the VPU. GDDR-III

A pool of very low latency ram for the CPU. RLDRAM-II


Yay!

I hope so.
 
Joe DeFuria said:
What is your expectation, other than generally "higher than 51.2 GB/sec by a fair margin?"

Given that the NV40 is rumoured to be in the 40gb/s range, and that comes say half a year after the NV35 with 27gb/s, only having 51.2gb/s over 2 years from now makes no sense.

I realise that they'd have to finalise everything towards the of 2004, but that seems quite a drop in typical bandwidth increases. If the above mentionned increase holds true over the next few generations, you'd expect something like 60gb/s by the end of 2004.
 
51.2GB/s, isnt it 2X higher than the rumored 256MB of XDR in PS3?

That's only main DRAM, PS3's e-DRAM for Cell would be well over 150GB/s plus, maybe in excess of 300GB/s.

Vince: DX10 is going to launch when Longhorn does, which right now is around 2005.
 
...

I agree with one thing, XGPU2 must have eDRAM frame buffer or it will be a toast. Nothing massive like Sony is sticking in their GS3, but just enough to hold one frame buffer, ala Flipper style. 5 MB should be enough to hold 1 Z-buffer and 4 subsample buffers.
 
Paul said:
51.2GB/s, isnt it 2X higher than the rumored 256MB of XDR in PS3?

That's only main DRAM, PS3's e-DRAM for Cell would be well over 150GB/s plus, maybe in excess of 300GB/s.

Vince: DX10 is going to launch when Longhorn does, which right now is around 2005.

what about a proprietary developers kits for the xbox2?
 
Deadmeat, that would be probably barely enough at HDTV resolutions.

1280x720 * 32 bpp = 3.51 MB for the back-buffer ( I assume this will be the on-chip one ).


1280x720 * 24 bpp = 2.63 MB

So, for 24 bits back-buffer and 24 bits Z-buffer you would use 5.26 MB.

Maybe we could do non wide-screen 720p ( 1024x720 ).

720p is quite high-res for most people so we might forget about additional AA or they might drop the Z-buffer to 16 bits and turn MSAA on and/or add more e-DRAM.

32 bits for back-buffer and Z-buffer would take 7.02 MB and if you added a 24 bits front-buffer that would mean 9.65 MB.
 
Dural said:
I'd expect the GDDR2 to be even faster by late 2005 as the 800mhz should be ready for late 2003/early 2004. Maybe we'll see 1600mhz by 2005 with 100GB/s, though I doubt MS would go with the fastest ram. At the time Xbox launched the Radeon 8500 and GF3 Ti500 were the top video cards with the Radeon using 275mhz DDR and the GF3 using 250mhz DDR so the Xbox ram at 200mhz wasn't too much slower than the fastest at the time.

This just summed up while I like XDR solution better.

400 MHz base clock ( external bus ) * 4 ( PLL ) * 2 ( DDR ) = 3.2 GHz signaling ( on chip ).

64-128 bits memory controller = 25.6-51.2 GB/s with 128 or 256 data pins.

Move to a 800 MHz base clock:

800 MHz base clock * 4 ( PLL ) * 2 ( DDR ) = 6.4 GHz signaling.

64-128 bits memory controller = 51.2-102.4 GB/s with 128-256 data pins.

At 1.6 GHz of base clock you could have 102.4-204.8 GB/s with 128-256 data pins.
 
Panajev2001a said:
Deadmeat, that would be probably barely enough at HDTV resolutions.

Worse still, at just 640*480, framebuffer without any AA at all occupies 4800 kilobytes at deep color depth. 5MB is obviously entirely insufficient!

*G*
 
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