Xbox 720 GPU specifications show capabilities and use of ESRAM (Photos)

In addition to the previously leaked specs for Microsoft's next generation system, the Xbox 720, yesterday VgLeaks provided a detailed look at this system's GPU capabilities. In conjunction with a detailed image of the structure of this system, we have also been granted a table that describes each of the features within the GPU for the Xbox 720.

Below, you can view the information that has been listed:

Clock rate

800 MHz

Compute

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

Geometry

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

Memory

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)

Texture

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)

Output

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

In addition to this, information regarding virtual addressing has been detailed. It has been stated that all GPU memory accesses on the Xbox 720 uses virtual addresses. This will eliminate the problem of resource memory fragmentation in hardware, as a single source can now reside on several pages of physical memory without causing issues.

Speaking of ESRAM, it is stated that the Xbox 720 is free from the restrictions that were supplied with EDRAM on the Xbox 360. The Xbox 720 supports texturing from ESRAM, rendering to surfaces in RAM, and read back from render targets without performing a resolve. You can view additional details on the official post that VgLeaks.

For those interested, you can view a few concept photos of the Xbox 720 in the slideshow featured above this article.

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, Charlotte Video Game Examiner

Ben Miller, a gaming enthusiast that has always been intrigued by the video game industry and everything surrounding it. Now, he brings you emerging news, previews, and reviews throughout the gaming industry.

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