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Processor specifications on next-generation Xbox

Rumors about the next-generation Xbox have been circulating for years. The next-generation Xbox, or Xbox 720 as some call it, is expected to launch later this year. There are some indications that Microsoft might unveil the next-generation Xbox ahead of E3 2013. Other rumors have put the price of the next-generation Xbox at around $400.

While most details of the next-generation console remain to be seen, leaked specs have surfaced this week that give some hardware specifications for the processor that will be the brains of the next-generation Xbox. The processor has x64 architecture and eight cores running at 1.6 GHz. Each of those CPU threads has its own 32 kB L1 instruction cache and 32 kB L1 data cache. Each module of the four CPU cores has its own 2 MB L2 cache giving the processor a total of 4 MB of L2 cache.

VGLeaks reports that each core has one fully independent hardware thread and doesn't share execution resources. Each hardware thread is also reportedly able to issue two instructions per clock cycle. The next-generation Xbox GPU is reportedly a custom D3D 11.1 class unit running at 800 MHz with 12 shader cores and 768 total threads.

Each of those threads is reportedly able to perform one scaler multiplication and additional operation per clock. A natural user interface sensor is also always present. That processor is reportedly paired with 8 GB of DDR3 RAM and 32 MB of fast embedded SRAM.

The machine is also paired with a 6x Blu-ray drive, gigabit Ethernet, Wi-Fi, Wi-Fi Direct, and various hardware accelerators for image, video, and audio codecs. The machine is also tipped include a Kinect multichannel echo cancellation hardware chip and cryptography engines for encrypting and decrypting content.

Source: VGLeaks

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RE: Awesome!
By TakinYourPoints on 1/23/2013 5:54:12 AM , Rating: 2
Consoles are static platforms, it doesn't work the same way.

Developers learn to milk every last bit of performance the deeper into a console's lifecycle it gets, so much so that the best looking games come out right at the end. Compare a launch PS2 game like The Bouncer with God Of War 2, it is a multigenerational leap in quality. GOW2 pushed the PS2 to the absolute limit but it stood up surprisingly well even against competing XBox 360 games of 2007.

The same can be said for some 360 games, Halo 4 looks much better than Halo 3 did, ditto all of the Gears sequels looking much better than the prior one, etc.

Obviously there are limitations to deal with. Max texture sizes are a huge problem right now due to very limited RAM on both the 360 and PS3, but at the same time you cannot make a direct comparison to the PC. While a 2012 PC would demolish a console game (I should know since I play console ports from my PC to my HDTV at max settings), a PC from 2006 would not be able to run the latest games that an XBox 360 can at similar settings or framerate.

Talking about console specs on a 1:1 basis with the PC doesn't make sense given that there is so much more optimization going on there. A static console platform (or any other embedded system for that matter) can be milked far more than a moving target like the PC. That leans on brute force to compensate for more overhead, less optimization, etc.

RE: Awesome!
By SlyNine on 1/27/2013 2:01:34 PM , Rating: 2
Sorry but a 1900XT and Athlon X2 made the games of the time look better. For example, oblivion. I really do not remember console games looking better in general. Besides Madden and NFS most wanted, which were purposely gimped for the PC. PC games were running at higher res and better frame rates.

The 360 was not a 1900XT, contrary to popular belief. It's CPU was a gimped Power PC. Just like PS3 was a gimped Cell. Even tho there were better optimization's, PC games still held the mantel.

"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." -- Isaac Asimov

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