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XBOX 360 Architecture

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http://www.xbox.com/en-AU/support/xbox360/manuals ... http://www.beyond3d.com/content/articles/4/ Jeff Andrews, Nick Baker, 'Xbox 360 System Architecture,' IEEE ... – PowerPoint PPT presentation

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Title: XBOX 360 Architecture


1
XBOX 360 Architecture
  • Jake Seigel
  • Darren Peters

2
Stuff well talk about
3
Odds and ends about the Xbox 360
  • Released in a variety of versions with varying
    hardware.
  • Hard Drives 20GB, 60GB, 120GB
  • Xbox Live Arcade
  • Compatibility with Original Xbox
  • Halo is wicked

4
The System
5
The CPU
  • Xenon, based on IBMs PowerPC Instruction set
    architecture
  • 165 million transistors
  • 3 cores, each core clocked at 3.2GHz
  • Each core contains 2 symmetric multithreading
    hardware threads
  • Also implements the VMX128 SIMD vector
    instruction set

6
The CPU Cores
  • Each core has 32KB L1 instruction cache, and 32KB
    L1 data cache
  • All cores share 1MB L2 cache
  • Each core implements in-order issuance
  • Each core also implements the VMX128 SIMD
    instruction set. This has been customized for
    graphics workloads.

7
Why In-Order Issuance?
  • Out of order issuance allows instructions to
    execute faster, as instructions waiting for data
    do not hold up instructions waiting in the queue
  • In-order cores take up less space on the chip
  • In-order cores use much less power (lol)
  • Two simultaneous threads make in-order processing
    much more efficient than traditionally thought
  • In-order issuance is simpler, aiding design and
    implementation

8
The VMX128 SIMD Instruction Set
  • Single-Instruction Multiple-Data
  • Contains 128 128-bit registers per hardware
    thread
  • Contains instruction sets for floating point,
    permutation, and simple computations
  • Includes an instruction specifically for
    computing dot-products, common to graphics
    applications
  • The CPU can compute 9.6 billion
    dot-products/second

9
The CPU
10
The GPU
  • ATI Xenos R500 (runs at 500Mhz)
  • eDRAM framebuffer on a separate chip
  • 32GB/s connection between parent and daughter
    chips

11
Features
  • Unified Shader Architecture
  • No distinct vertex or pixel shader engines
  • Adjusts automatically to the load
  • DirectX 9.0 and HLSL 3.0
  • Capable of vector and scalar operations with
    single-cycle throughput

12
(No Transcript)
13
More Features
  • 16 texture fetch engines feeding the shaders
  • 16 programmable vertex fetch engines with
    built-in tessellation
  • 16 interpolators in dedicated hardware
  • Allows a form of data streaming called Xbox
    Procedural Synthesis. (One way data transmission
    from the CPU to the GPU)

14
Even more features
  • The GPU supports shader data to be exported
    directly to a buffer in memory.
  • This allows the 360 to natively support GPGPU
    processing.

15
Performance
  • 500 million triangles per second
  • 16 gigasamples per second using 4X FSAA
  • 48 billion shader operations per second
  • 96 shader calculations per cycle (at peak)

16
The others
  • The Xboxs heatsinks are actively cooled by a
    pair of 60 mm exhaust fans.
  • Microsoft added an aluminum heat sink to cool the
    GPU in Xboxs made in late 2007
  • The 360 eats 116.48 kWh which will cost you
    20.10 a year to play it about 2 hours a day

17
References
  • http//hardware.teamxbox.com/articles/xbox/1144/Th
    e-Xbox-360-System-Specifications/p1
  • http//www2.computer.org/portal/web/csdl/doi/10.11
    09/MM.2006.45
  • http//en.wikipedia.org/wiki/Xbox_360_hardware
  • http//www.xbox.com/en-AU/support/xbox360/manuals/
    xbox360specs.htm
  • http//www.eetimes.com/news/latest/showArticle.jht
    ml?articleID197006869
  • http//www.beyond3d.com/content/articles/4/
  • Jeff Andrews, Nick Baker, "Xbox 360 System
    Architecture," IEEE Micro, vol. 26, no. 2, pp.
    25-37, Mar./Apr. 2006, doi10.1109/MM.2006.45

18
And now, one last look at our faces
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