Xbox One (Durango) Technical hardware investigation

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See XspiderMX's post, thats what I was envisioning, one of MS' chunky adapters or cables with chunky connector on the end.

I doubt the box will have a proprietary AV connector on it. Most likely it'll just have HDMI and optical outputs. If they can power an adapter over HDMI, then I can imagine a short adapter (male HDMI -> female HDMI + RCA audio).
 
I'd be interested to know if the 48kHz sample rate is an absolute system limitation or whether it only applies to audio processed through the hardware processing pipeline. I expect support for higher sample rates up to the limit of the HDMI standard to be possible, but it would be nice to know for sure.

I'd also like to know if the downsampling to stereo for headsets implements any form of virtual surround.

The sample rate is interesting. There's really no reason to output more than 48 kHz audio, but in terms of internal processing of audio, I wouldn't really know if there are benefits from 96 kHz. I'm not sure how important oversampling is when you're working entirely in the digital domain. The mics are analog input, but I don't think there's a justifiable reason to process that audio stream with a sampling rate of 96 kHz. Aren't most Bluray discs 24-bit/48kHz audio streams?
 
The sample rate is interesting. There's really no reason to output more than 48 kHz audio, but in terms of internal processing of audio, I wouldn't really know if there are benefits from 96 kHz.
Shouldn't be. The highest frequency can't get higher just from mixing, and there's no point resolving the frequency at higher resolution than 48 kHz. Heck, most of the audio is mp3 anyway, so ultimate quality is hardly important. If the audio processing is performed in 32 bit floats at 48 kHz, that's as good as anyone'd need.
 
SHAPE sounds impressive. For an audio engineer working on a game built to use it's capabilities to the fullest I'd imagine it'd be heaven. It's basically an entire mixing console on there. That said, it seems slightly overkill to me. I'd like to hear the results though :smile:
 
The sample rate is interesting. There's really no reason to output more than 48 kHz audio, but in terms of internal processing of audio, I wouldn't really know if there are benefits from 96 kHz. I'm not sure how important oversampling is when you're working entirely in the digital domain. The mics are analog input, but I don't think there's a justifiable reason to process that audio stream with a sampling rate of 96 kHz. Aren't most Bluray discs 24-bit/48kHz audio streams?

I think there is. If the source material contains higher sample rate audio, HDMI can carry it and the audio receiver can accept and output it, having the transport be the limiting factor would be disappointing. Just talking about media here, though. Game audio would probably see little if any benefit from support for higher sample rates given the typical quality of game audio assets.
 
Do you have confirmation that's not just the devkits?
Because it cuts out a lot of "emerging" markets.

The PS2 was still selling decently into 2012 in emerging markets, where a <$150 console has a lot more mass market appeal than one costing twice as much.

It wouldn't be unlikely for Microsoft to use the same tiered strategy with the next Xbox and a cost-reduced 360.
Later in the life-cycle of the next generation Xbox once the price falls significantly, a lot more people in emerging markets should have TVs or monitors with digital inputs.
 
Do you have confirmation that's not just the devkits?
Because it cuts out a lot of "emerging" markets.

Yes, I don't think it's just the devkits.

There's no other outputs listed on the system architecture map from the Durango whitepapers:
durango_arq.jpg


I think their plan is to have the Xbox 360 revision for emerging markets, certainly it's not like they're going to be able to afford $500 consoles (and people in developing markets who can, are also likely to have HDTVs)
 
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I think there is. If the source material contains higher sample rate audio, HDMI can carry it and the audio receiver can accept and output it, having the transport be the limiting factor would be disappointing. Just talking about media here, though. Game audio would probably see little if any benefit from support for higher sample rates given the typical quality of game audio assets.
It doesn't matter if the source material has higher sample rate since 96kHz/192kHz digital audio is 100% scam anyway: http://people.xiph.org/~xiphmont/demo/neil-young.html
I dunno though maybe they develop some games for your pet cat and it would probably enjoy the higher frequency range (that is if your amp and speakers could do it) as cats are quoted to have frequency range up to ~80kHz (the numbers you can find seem to differ from 64kHz-100kHz).
Sorry for OT but couldn't resist :).
 
I think there is. If the source material contains higher sample rate audio, HDMI can carry it and the audio receiver can accept and output it, having the transport be the limiting factor would be disappointing. Just talking about media here, though. Game audio would probably see little if any benefit from support for higher sample rates given the typical quality of game audio assets.

96 kHz audio is pretty much useless. 48 kHz can resolve anything a human being can hear. That's the only reason I said that. I honestly have no idea why any source would have 96kHz audio. Even if there was some chance you could hear the difference, which you can't, you'd need some kind of crazy exotic speakers like Orions, not a pair of monkey coffins.
 
It doesn't matter if the source material has higher sample rate since 96kHz/192kHz digital audio is 100% scam anyway: http://people.xiph.org/~xiphmont/demo/neil-young.html
I dunno though maybe they develop some games for your pet cat and it would probably enjoy the higher frequency range (that is if your amp and speakers could do it) as cats are quoted to have frequency range up to ~80kHz (the numbers you can find seem to differ from 64kHz-100kHz).
Sorry for OT but couldn't resist :).

Good link. I don't think it's off topic. It perfectly explains why they may have forgone a processor and the necessary bandwidth that would have been required to deal with 96 kHz audio.
 
Good link. I don't think it's off topic. It perfectly explains why they may have forgone a processor and the necessary bandwidth that would have been required to deal with 96 kHz audio.

None of this is anything I don't know. But if the source presents that fidelity, why not try and reproduce it as faithfully as possible within reasonable limitations? It can't hurt. And even the cheapest of BluRay players or on-board PC motherboard audio codec supports 192kHz/24Bit @ 7.1 channels output. Heck my Radeon HD 4870 *video card* had that capability three product generations ago. I don't think it's unreasonable to expect that Durango would have it too.

Being limited to 48kHz output is not important enough that I think it should effect a purchasing decision, I just think it would be an odd design choice given how most similar devices don't have that limitation. Again, just talking about the output capability not the hardware processing here.
 
Was this posted? Vgleaks article updated?

It looks like DDR3 BW (68GB/s) is shared between CPU and GPU:

25GB/s for CPU and 42GB/s for GPU.

And bandwidth between GPU memory system and DDR3 is 42GB/s, but only 37GB/s for GPU.

http://www.vgleaks.com/durango-memory-system-example/

37GB/s isn't too low for a GPU?

Maybe I'm repeating stuff here, but looks like MS still has a clear seperation between GPU memory space and CPU memory space, unlike what Sony (and AMD) did for the PS4 SoC.

VGLeaks also posted a picture on SHAPE (scalable audio processor). Looks like nothing special to me. Just a HW mixer and hardware SRC (sample rate conversion) block with its own DMA. Appearently Durango can only max. 48 KHz/24-bits audio PCM output (to e.g. HDMI).
 
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