Xbox 360 1 Teraflop of Performance Explained

Hardknock

Veteran
QUOTE(mbgcam @ 07/29/05 12:58 PM)
I forgot to mention the 1 TFLOP performance of the X360

CPU:
- 12 flops / clock cycle and Core
- 12 x 3.2 Ghz x 3 = 115.2 GFlops

GPU:
- 10 flops / clock cycle and ALU
- 10 x 500 Mhz x 48 ALUs = 240.0 GFlops

No Programables GFlops = 697

Total = 1052.2 GFlops = 1 TFlop.

This thing is a BEAST 8)
 
How is that anything new? Except for the non-programmable ops finally being delineated (in so much as they give a figure).
 
xbdestroya said:
How is that anything new? Except for the non-programmable ops finally being delineated (in so much as they give a figure).

Hey, since you seem to be very knowledgable. Just what does "non-programmable" ops mean?
 
Hardknock said:
Hey, since you seem to be very knowledgable. Just what does "non-programmable" ops mean?

Well, I want to first say that I'm not sure exactly what was included to derive that non-programmable ops number from, but generally one would include fixed-function hardware in determining non-programmable flop-counts.

PS - I'm actually rather glad you posted it though honestly, because I've never seen it broken down in semi-chart format like that before with the non-programmable Flops included. :)
 
x34.jpg

:LOL:
 
Non-programmable means "accounted for". It includes all those features that, whether you use them or not it doesn't matter, not using them will not give you proportionally more performance in other areas.

Or that's the idea anyway.
 
Hardknock said:
No Programables GFlops = 697

What would be really nice is to get that non-programmable number broken down into it's component parts. All the other numbers listed are pretty well understood at this point.
 
Non-programmable ops would include, for example, rasterisation, texturing and floating point blends in the framebuffer. I'm sure there's lots of other bits here and there to account for too, but I dunno the intricate details...

You can see how NVidia partly computes this for a 6800Ultra (with a small error) on slide 11:

Windowing System on a 3D Pipeline

Clearly they haven't included everything there, because I think there's another document that claims 6800 Ultra is about 1 TFLOP.

Jawed
 
Give a marketing team enough time and they will find you enough flops for any bullet point contest. Anyone have the ps3 breakdown?
 
bogo-flops is what I'd call them. Adding every fixed function float unit in your pipeline into the figures is kinda bogus. Imagine if Intel and AMD used OPS and listed every primitive integer or binary op in their figures.
 
DemoCoder said:
bogo-flops is what I'd call them. Adding every fixed function float unit in your pipeline into the figures is kinda bogus. Imagine if Intel and AMD used OPS and listed every primitive integer or binary op in their figures.

Yeah but to be fair, the CPU's in these instances are being left fairly 'clean.'

I would prefer if all this fixed-function crap was left out of the numbers as well though.

@Ralexand: PS3's would be 600-700 programmable GFlops with 1400+ 'bogo-flops,' to use DemoCoders term.
 
xbdestroya said:
DemoCoder said:
bogo-flops is what I'd call them. Adding every fixed function float unit in your pipeline into the figures is kinda bogus. Imagine if Intel and AMD used OPS and listed every primitive integer or binary op in their figures.

Yeah but to be fair, the CPU's in these instances are being left fairly 'clean.'

I would prefer if all this fixed-function crap was left out of the numbers as well though.

@Ralexand: PS3's would be 600-700 programmable GFlops with 1400+ 'bogo-flops,' to use DemoCoders term.
Thanks, so the ps3 still has a 2 to 1 programmable flops edge.
 
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