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TRUDE
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加入日期: Jun 2003
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Talking AnandTech的Xbox 360拆機實錄

來看看吧! 拆機實錄 XBOX360主機板
[注機~小孩子不要學,叔叔有學過喔!拆機的話保固就沒了]

沒想到DVD-ROM光碟機竟然是Hitachi-LG,採序列 ATA(Serial-ATA, S-ATA 不知道對不對)介面,接下來20GB硬碟機,很有趣的是微軟採用希捷的 2.5 吋硬碟機,但在 AnandTech 這裡卻是一臺使用韓國三星的OEM 機種,另外這台擁有 5400RPM轉速的 2.5 吋硬碟機也採用Serial-ATA 介面

不過這台看起來好像愈來愈像微軟的新準系統PC
意外出料Xbox 360的GPU沒想到是24-pipeline ATI R420 GPU
There are 48 shader units in the Xbox 360 GPU, but given that we're dealing with a unified shader architecture, you can't compare that number directly to the 24 shader pipelines of the GeForce 7800 GTX for example. We roughly estimated the shader processing power of the Xbox 360 GPU to be similar to that of a 24-pipeline ATI R420 GPU.

The other big feature of the Xbox 360 GPU is its dual die construction. The 332 million transistor GPU is split into two separate dice, the larger of which looks like a conventional GPU, and then a smaller die (aka daughter die) that is a 10MB block of embedded DRAM (eDRAM) combined with the hardware necessary for z and stencil operations, color and alpha processing, and anti aliasing. The daughter die connects to the larger die via a 32GB/s on-package interconnect.

The logic and embedded DRAM on the daughter die is what allows the Xbox 360 GPU to essentially offer "free" anti-aliasing, which Microsoft enforces through requiring developers to support a minimum of 2X AA in all Xbox 360 titles. Although we were originally told back at E3 that all Xbox 360 titles would support 4X AA, it seems that the statement has since been revised to 2X or 4X AA. We're not certain why the change was made, as 2X and 4X are both effectively "free" on the GPU, but there may be something we're missing.
     
      
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舊 2005-11-18, 10:26 PM #1
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