Xbox

VGLeaks hizo publico una nota con diversas características que podría tener la nueva Xbox. Entre ellas, se destaca que dará soporte para Direct3D 11, la API de DirectX 11 que funciona en algunas PC actuales.

Les dejamos el sumario de las características que se aportan:

Clock rate: 800 MHz

Computación
Shader cores: 12
Instruction issue rate: 12 SCs * 4 SIMDs * 16 threads/clock = 768 ops/clock
FLOPs: 768 ops/clock * (1 mul + 1 add) * 800 MHz = 1.2 TFLOPS
Interpolation: ( 768 ops/clock / 2 ops ) * 800 MHz = 307.2 Gfloat/sec

Geometría
Triangle rate: 2 tri/clock * 800 MHz = 1.6 Gtri/sec
Vertex rate: 2 vert/clock * 800 MHz = 1.6 Gvert/sec
Vertex/buffer fetch rate (4 bytes): 4 elements/clock * 12 SCs * 800 MHz = 38.4 Gelement/sec
Vertex/Buffer data rate from cache: 38.4 Gelements/sec * 4 bytes = 153.6 GB/sec

Memoria
Peak throughput from main RAM: 68 GB/sec
Peak throughput from ESRAM: 128 bytes/clock * 800 MHz = 102.4 GB/sec
ESRAM size: 32 MB
GSM size: 64 KB
LSM size: 12 SCs * 64 KB = 768 KB
L2 cache size: 4 x 128 KB = 512 KB (shared)

Texturas
Bilinear fetch rate (4 bytes): 4 fetches/clock * 12 SCs * 800 MHz = 38.4 Gtexels/sec
Bilinear data rate from cache: 38.4 Gtexels/sec * 4 bytes = 153.6 GB/sec
L1 cache size: 16 KB/SC * 12 SCs = 192 KB (nonshared)

Salida
Color/depth blocks: 4
Pixel clear rate: 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec
Pixel hierarchical Z cull rate: 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec
Sample Z cull rate: 16 /clock * 4 DBs * 800 MHz = 51.2 Gsample/sec
Pixel emit rate: 4 /clock * 4 DBs * 800 MHz = 12.8 Gpixel/sec
Pixel resolve rate: 4 /clock * 4 DBs * 800 MHz = 12.8 Gpixel/sec

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