My friends are mostly console nuts, so when I see talk about the 360 I become suspicious. In particular, I'm suspicious about the "three cpus running at 3.2 GHz" huh? How's that possible for the price of the system, is MS really losing that much money, are these processors somehow limited compared to processors that a PC gamer would use in her/his machine?
I apologize if this is too tangential, but I figure it'd be a learning experience for a newb such as me!
Custom IBM PowerPC-based CPU
• Three symmetrical cores running at 3.2 GHz each
• Two hardware threads per core; six hardware threads total
• VMX-128 vector unit per core; three total
• 128 VMX-128 registers per hardware thread
• 1 MB L2 cache
CPU Game Math Performance
• 9 billion dot product operations per second
Custom ATI Graphics Processor
• 500MHz processor
• 10 MB of embedded DRAM
• 48-way parallel floating-point dynamically scheduled shader pipelines
• Unified shader architecture
Polygon Performance
• 500 million triangles per second
Pixel Fill Rate
• 16 gigasamples per second fill rate using 4x MSAA
Shader Performance
• 48 billion shader operations per second
Memory
• 512 MB of GDDR3 RAM
• 700 MHz of DDR
• Unified memory architecture
Memory Bandwidth • 22.4 GB/s memory interface bus bandwidth
• 256 GB/s memory bandwidth to EDRAM
• 21.6 GB/s front-side bus
Overall System Floating-Point Performance
• 1 teraflop
Storage
• Detachable and upgradeable 20GB hard drive
• 12x dual-layer DVD-ROM
• Memory Unit support starting at 64 MB
I apologize if this is too tangential, but I figure it'd be a learning experience for a newb such as me!
Custom IBM PowerPC-based CPU
• Three symmetrical cores running at 3.2 GHz each
• Two hardware threads per core; six hardware threads total
• VMX-128 vector unit per core; three total
• 128 VMX-128 registers per hardware thread
• 1 MB L2 cache
CPU Game Math Performance
• 9 billion dot product operations per second
Custom ATI Graphics Processor
• 500MHz processor
• 10 MB of embedded DRAM
• 48-way parallel floating-point dynamically scheduled shader pipelines
• Unified shader architecture
Polygon Performance
• 500 million triangles per second
Pixel Fill Rate
• 16 gigasamples per second fill rate using 4x MSAA
Shader Performance
• 48 billion shader operations per second
Memory
• 512 MB of GDDR3 RAM
• 700 MHz of DDR
• Unified memory architecture
Memory Bandwidth • 22.4 GB/s memory interface bus bandwidth
• 256 GB/s memory bandwidth to EDRAM
• 21.6 GB/s front-side bus
Overall System Floating-Point Performance
• 1 teraflop
Storage
• Detachable and upgradeable 20GB hard drive
• 12x dual-layer DVD-ROM
• Memory Unit support starting at 64 MB