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World Exclusive: XBox One (Durango) GPU detailed

04 Feb 2013
Maynard
62
Microsoft, Xbox One

 

Virtual Addressing

All GPU memory accesses on Durango use virtual addresses, and therefore pass through a translation table before being resolved to physical addresses. This layer of indirection solves the problem of resource memory fragmentation in hardware—a single resource can now occupy several noncontiguous pages of physical memory without penalty.

Virtual addresses can target pages in main RAM or ESRAM, or can be unmapped. Shader reads and writes to unmapped pages return well-defined results, including optional error codes, rather than crashing the GPU. This facility is important for support of tiled resources, which are only partially resident in physical memory

ESRAM

Durango has no video memory (VRAM) in the traditional sense, but the GPU does contain 32 MB of fast embedded SRAM (ESRAM). ESRAM on Durango is free from many of the restrictions that affect EDRAM on Xbox 360. Durango supports the following scenarios:

  • Texturing from ESRAM
  • Rendering to surfaces in main RAM
  • Read back from render targets without performing a resolve (in certain cases)

 

The difference in throughput between ESRAM and main RAM is moderate: 102.4 GB/sec versus 68 GB/sec. The advantages of ESRAM are lower latency and lack of contention from other memory clients—for instance the CPU, I/O, and display output. Low latency is particularly important for sustaining peak performance of the color blocks (CBs) and depth blocks (DBs).

Local Shared Memory and Global Shared Memory

Each shader core of the Durango GPU contains a 64-KB buffer of local shared memory (LSM). The LSM supplies scratch space for compute shader threadgroups. The LSM is also used implicitly for various purposes. The shader compiler can choose to allocate temporary arrays there, spill data from registers, or cache data that arrives from external memory. The LSM facilitates passing data from one pipeline stage to another (interpolants, patch control points, tessellation factors, stream out, etc.). In some cases, this usage implies that successive pipeline stages are restricted to run on the same SC.

The GPU also contains a single 64-KB buffer of global shared memory (GSM). The GSM contains temporary data referenced by an entire draw call. It is also used implicitly to enforce synchronization barriers, and to properly order accesses to Direct3D 11 append and consume buffers. The GSM is capable of acting as a destination for shader export, so the driver can choose to locate small render targets there for efficiency.

Cache

Durango has a two stage caching system, depicted below.

cache1 World Exclusive: XBox One (Durango) GPU detailed

L2 Cache

The GPU contains four separate 8-way L2 caches of 128 KB, each composed of 2048 64-byte cache lines. Each L2 cache owns a certain subset of address space. Texture tiling patterns are chosen to ensure all four caches are equally utilized. The L2 generally acts as a write-back cache—when the GPU modifies data in a cache line, the modifications are not written back to main memory until the cache line is evicted. The L2 cache mediates virtually all memory access across the entire chip, and supplies a variety of types of data, including shader code, constants, textures, vertices, etc., coming either from main RAM or from ESRAM. Shader atomic operations are implemented in the L2 cache.

L1 Cache

Each shader core has a local 64-way L1 cache of 16 KB, composed of 256 64-byte cache lines. The L1 generally acts as a write-through cache—when the SC modifies data in the cache, the modifications are pushed back to L2 without waiting until the cache line is evicted. The L1 cache is used exclusively for data read and written by shaders and is dedicated to coalescing memory requests over the lifetime of a single vector. Even this limited sort of caching is important, since memory accesses tend to be very spatially coherent, both within one thread and across neighboring threads.

The L1 cache guarantees consistent ordering per thread: A write followed by a read from the same address, for example, will give the updated value. The L1 cache does not, however, ensure consistency across threads or across vectors. Such requirements must be enforced explicitly—using barriers in the shader for example. Data is not shared between L1 caches or between SCs except via write-back to the L2 cache.

Unlike some earlier GPUs (including the Xbox 360 GPU), Durango leaves texture and buffer data in native compressed form in the L2 and L1 caches. Compressed data implies a longer fetch pipeline—every L1 cache must now have decoder hardware in it that repeats the same calculation each time the same data is fetched. On the other hand, by keeping data compressed longer, the GPU limits cache footprint and intermediate bandwidth. Following the same principle, sRGB textures are left in gamma space in the cache, and, therefore, have the same footprint as linear textures.

To see how this policy affects cache efficiency, consider an sRGB BC1 texture—perhaps the most commonly encountered texture type in games. BC1 is a 4-bit per texel format; on Durango, this texture occupies 4 bits per texel in the L1 cache. On Xbox 360, the same texture is decompressed and gamma corrected before it reaches the cache, and therefore occupies 8 bytes per texel, or 16 times the Durango footprint. For this reason, the Durango L1 cache behaves like a much larger cache when compared against previous architectures.

Just as SCs can hide fetch latency by switching to other vectors, L1 texture caches on Durango are capable of hiding L2 cache latency by continuing to process fetch instructions after a miss. In other words, when a cache miss is followed by one or more cache hits, the hits can be satisfied during the stall for the miss.

Fetch

Durango supports two types of fetch operation—image fetches and buffer fetches. Image fetches correspond to the Sample method in high-level shader language (HLSL) and require both a texture register and a sampler register. Features such as filtering, wrapping, mipmapping, gamma correction, and block compression require image fetches. Buffer fetches correspond to the Load method in HLSL and require only a texture register, without a sampler register. Examples of buffer fetches are:

  • Vertex fetches
  • Direct3D 10-style gather4 operations (which fetch a single unfiltered channel from 4 texels, rather than multiple filtered channels from a single texel)
  • Fetches from formats that are natively unfilterable, such as integer formats

 

Image fetches and buffer fetches have different performance characteristics. Image fetches are generally bound by the speed of the texture pipeline and operate at a peak rate of four texels per clock. Buffer fetches are generally bound by the write bandwidth into the destination registers and operate at a peak rate of 16 GPRs per clock. In the typical case of an 8-bit four-channel texture, these two rates are identical. In other cases, such as a 32-bit one-channel texture, buffer fetch can be up to four times faster.

Many factors can reduce effective fetch rate. For instance, trilinear filtering, anisotropic filtering, and fetches from volume maps all translate internally to iterations over multiple bilinear fetches. Bilinear filtering of data formats wider than 32-bits per texel also operates at a reduced rate. Floating point formats that have more than three channels operate at half rate. Use of per-pixel gradients causes fetches to operate at quarter rate.

By contrast, fetches from sRGB textures are full rate. Gamma conversion internally uses a modified 7e4 floating-point representation. This format is large enough to be bitwise exact according to the DirectX 10 spec, yet still small enough to fit through a single filtering pipe.

The Durango GPU supports all standard Direct3D 11 DXGI formats, as well as some custom formats.

Compute

Each of the 12 Durango SCs has its own L1 cache, LSM (Local Shared Memory), and scheduler, and four SIMD units. O represents a single thread of the currently executing shader.

sc durango World Exclusive: XBox One (Durango) GPU detailed

SIMD

Each of the four SIMDs in the shader core is a vector processor in the sense of operating on vectors of threads. A SIMD executes a vector instruction on 64 threads at once in lockstep. Per thread, however, the SIMDs are scalar processors, in the sense of using float operands rather than float4 operands. Because the instruction set is scalar in this sense, shaders no longer waste processing power when they operate on fewer than four components at a time. Analysis of Xbox 360 shaders suggests that of the five available lanes (a float4 operation, co-issued with a float operation), only three are used on average.

The SIMD instruction set is extensive, and supports 32-bit and 64-bit integer and float data types. Operations on wider data types occupy multiple processor pipes, and therefore run at slower rates—for example, 64-bit adds are one-eighth rate, and 64-bit multiplies are 1/16-rate. Transcendental operations, such as square root, reciprocal, exponential, logarithm, sine, and cosine, are non-pipelined and run at quarter rate. These operations should be used sparingly on Durango because they are more expensive relative to arithmetic operations than they are on Xbox 360.

Scheduler

The scheduler of the SC is responsible for loading shader code from memory and controlling execution of the four SIMDs. In addition to managing the SIMDs, the scheduler also executes certain types of instructions on its own. These instructions come from a separate scalar instruction set; they perform an operation per vector rather an operation than per thread. A scalar instruction might be employed, for example, to add two shader constants. In microcode, scalar instructions have names beginning with s_, while vector instructions have names beginning with v_.

The scheduler tracks dependencies within a vector, keeping track of when the next instruction is safe to run. In addition, the scheduler handles dynamic branch logic and loops.

On each clock cycle, the scheduler considers one of the four SIMDs, iterating over them in a round-robin fashion. Most instructions have a four cycle throughput, so each SIMD only needs attention once every four clocks. A SIMD can have up to 10 vectors in flight at any time. The scheduler selects one or more of these 10 candidate vectors to execute an instruction. The scheduler can simultaneously issue multiple instructions of different types—for instance, a vector operation, a scalar operation, a global memory operation, a local memory operation, and a branch operation—but each operation must act on a different vector.

 

This article ends at Page 3.

Pages: 1 2 3
  • Rasputin

    de real configuration is…

    3 CUAs (3 computer array)
    1 CUAs consist:
    4 Computer units
    1 computer units consist
    16 ALU

    total
    3 CUAs=12cu=768ALU

  • Guru3

    32 esram onlu display 2xmsaa in 1920×1080

  • Ayrton Sheen

    So Durango has a seriously gimped GPU compared to Orbis? They gotta release at least £50/$100 cheaper than the PS4 if the PS4 is going to have such a clear advantage in power.

  • Ayrton Sheen

    Orbis: 1.8 FLOPS (32 ROPS). Durango: 1.2 FLOPSS (16 ROPS) is what I am getting comparing the two leaks.

  • Guru3

    other user in very similar to gnc architecture of amd
    “de real configuration is…

    3 CUAs (3 computer array)
    1 CUAs consist:
    4 Computer units
    1 computer units consist
    16 ALU

    total
    3 CUAs=12cu=768ALU”

    edit: that I delete the message from another user?

  • Mhhh

    As painful as that sounds after a lot fun with XBOX and 360 I might have to switch to Sony(blearrg). This console hw is underwhelming and then the only factors are exclusive games and the controller. Multi platform will have the advantage on the PS4 this time and after the Halo4 single player disappointment which showed huge gameplay/dramaturgy design problems my hope for my old love with 363 Industries to recover from that misdirected meltdown is pretty low.
    MS, you’ll in danger to loose it badly next generation. The Wii-U should show how easily you can loose your market size when the console hw is disappointing and the gimmick doesn’t attract people anymore.

  • http://ign.com Shango thomas

    I don’t know much abou the architecture of Durango but 1.2 teraflops no VRAM 800 MHz 12 shader cores and most of it all doesn’t sound next generation it won’t be much of a difference from Xbox 360 crysis 3 already looks almost the same on pc as on Xbox if this specs are really for the Durango then I dought the system will stay for 10 years time people will buy less and less of the new consoles since ps2 was released because their is not enough power this isn’t a WOW FACTOR GAMERS NEED A WOW FACTOR SO STOP TREATING US LIKE COMSUMERS TREAT US LIKE FANS WE NEED DURANGO TO BE A BEAST WELL PAY FOR IT put everything in and sell it for 600$ cut the prices in about 2 years time when the manufacturing cost goes down atleast give the fans what they want

  • k4s

    Was a xbox fan all the time but now good bye casual box ps4 ftw

  • blabla

    xbox 1.2 with rrod in option, MS & N together in mediocrity, hope that SONY …them so hard.

  • MS to Sony

    If this is true and there’s only one GPU; I’m totally switching to Sony next gen.

    MS first party games aren’t geared to Europeans anyway. This is just another reason to leave.

    They dropped the ball.

  • http://www.n4g.com Shay

    Move data engines info, please Mr X, Maynard.
    I dont know why people voted for GPU.. we knew all this info.
    P.S, I saw this pic up on Beyond3D this morning…
    Looks like you guys got a leak… at VGLeaks…

  • Nameless

    So if these specs are true, not only will Orbis be significantly more powerful, it will also be easier to develop for (no memory bottleneck, unified memory). Looks like I will need to switch sides. I bought 50 games for X360 (since multi-platform games were better on 360) compared to 5 for PS3. Not to mention subscribing to xbox live for 7 years. I guess MS thinks they can make their money from the casual gamers and fad chasers now. I just hope Sony has redesigned their controller for the better this next round.

  • FUCKED UP

    Ms wanna kidding us after 10 + year on the console market now we know what they pay attention for … money just money im going stick whit sony gg.

  • Realname

    Does this site really leaks information or just makes them up out of the blue???

  • Tiberius

    That’s alot of text for saying
    AMD 1.2 tf gcn gpu with some extra memory on it.

  • TheSource

    Well it looks like a close match to HD 7770. On the positive side it is more powerful than what’s available right now in the Xbox360 (obviously :P ) and it can get up to 4k resolution http://www.amd.com/us/products/desktop/graphics/7000/7770/pages/radeon-7770.aspx#2

    It’s almost 5 times as powerful as the current Xbox360 video board ( 0,25TFlops). Considering that most games are rendered internally at 880×720 and 1024×720 there will be quite a leap for graphics. http://www.ign.com/articles/2005/05/20/e3-2005-microsofts-xbox-360-vs-sonys-playstation-3?page=3

  • RDream1

    I dont understand any of this stuff specs ect. Im an xbox fan as of now but would have no problem with switching back to playstation except for halo of course which is still in my opionion the best multiplayer game ever. But ive seen this happen time and time again first nintendo was on top with the NES then again with the SNES then came the playstation which is still my fav console ever not for the specs of the console but rather the massive game library of amazing titles especialy RPGs which is my favorite genre. Well JRPGs anyway if thats what there calling them these days which are way better than the crap they put out now days and call it an RPG with the exception of skyrim they need to make more JRPGs ok anyway back to the console wars. Then there was the PS2 and the XBOX which ran neck and neck at first then towards the end half of the crowd went with Sony while the other half jumped on Microsofts bandwagon including myself. Then of course the current generation of consoles and I am still with Microsoft for the time being anyway. Specs arent always everything though. I think its important to point out that the PS3 on paper anyway is far superior to the XBOX 360 as far as raw power. But the 360 is clearly the better console. But I will say this the PS3 was and still is hard for developers to work with because of the complicated cell engine Sony had the same problem with the PS2s emotion engine which might be some of the reason that XBOX 1 was such a success. And Sony messed up three times as much this generation #1 Microsoft had a year headstart on Sonys new console which ment alot more games for the 360. #2 the price oh God the price the 360 launched at a price of $400 which back then I thought was pretty pricey. Then comes the PS3 a year later with a HEFTY and I do mean HEFTY not to mention stupid launch price of $600! Finaly #3 developers HATE the PS3 because its such a pain in the butt to work with. But from what Ive seen so far assuming the leaks are real of course I think Sony might have the advantage this time around its clearly more powerful than Microsofts console and this time it wont be hard for developers to work with now if they can just get the price right. I guess we will find out Feb 20th and if this is the case Im sure going to miss Halo not to mention Bungies new game Destiny which is exclusive to Microsofts new console at least for the first few years anyway I guess I might have to buy both dang it.

    • http://www.n4g.com Shay

      Considering, the original PS3 blu ray drive costed $250 USD to produce per console, now their dirt cheap. And the CELL was at 90nm with the 7800GTX in the PS3 being pricy at the time too…
      Expect the next PS Orbis to be… I would say $399-$349.
      The next Xbox wont be cheaper (despite being weaker), as its rumored to come with Kinect 2 in the box…

  • http://ign.com Shango thomas

    Something tells me that all this leaks are fake some people somewhere say down n made some nice documents to get the day going amd earlier said the 720 will be capable of avatar level graphics and I believe in that my guess is the next gen wi be way powerful than this specs ill just wait first for the ps4 reveal if it ain’t anything like the leaked specs then this leaks are just a waste of time

  • http://www.n4g.com Shay

    LMAO at the people that dont believe the specs.
    PS3 and 360 = 0.23Tflops.
    Xbox 3= 1.2Tflops
    PS4=1.83Tflops.
    PS4 will also have unified system ram, so it will in the end be the most powerful and easiest to program console next gen.
    Gone is crazy Ken Kutaragi and his inefficient design.
    P.S to the guy who spoke about Halo, Halo 1,2,3 are going to PC via Steam.
    Google it.

  • John

    Both Consoles will have way over 3 Tflops. All this leaks are bullshit.

    You people are so Gullible it’s a shame.

  • City79

    Ps3 was way powerful, and we all know what happen, so….

  • GamerComparer

    To those crybabies saying “The new consoles aren’t going to be so next-gen compared to the previous one” and also the “I’m going to change to Playstation because of the spec difference” there’s something you need to remember.

    1st-Those specs are just rumor, they might change before the production starts.

    2nd-The Almighty PS3 was much more powerful than the 360, and we now know the specs difference is not that noticable when playing a game, and now (if both specs are the final ones) it’s only PS4′s GPU being 50% faster, but the 3rd Xbox will have a little more RAM, and a wider RAM helps to not have framerates dropping by frequently unloading and loading new info that didn’t fit the RAM because it was full. Then both hardwares are not going to be so different.

    3rd-If you compare, for example, Xbox CPU/GPU with 360′s, it’s like “X” times faster processing/moving graphics stuff, and then if you compare 360′s with those rumored CPU/GPU specs in depth you can see that is even higher in some components, this is going to be my analysis according to my knowledge and current info I know at the moment.

    We had 64Mb to 512Mb, that’s 8 times more RAM, and now we might have 512Mb to 5Gb/5120Mb (in case the new Xbox really takes 3Gb for the OS from those 8Gb), that’s 10 times more RAM, not just 8. There’s the problem with the RAM speed, but that only means high loading times again, games will look the same, because the amount of info/graphics/polygons/textures won’t be better just because they load faster.

    Xbox had a GPU with 2:4 non-unified shaders at 233Mhz, and then we had 48 Unified Shaders at 500, that would be 8 times more shaders and double clock, now we’ll have… 768… holy crap! that’s 16 times!, even if the GPU clock works at 800Mhz and it’s 1’6 times more than 360′s GPU clock, that makes a difference again as big as Xbox->X360 did.

    And about de CPU, I think this is the component that won’t really be “X” times better again, but it’ll be good enough, graphical power resides mostly on graphic effects, textures and polygons, and that’s the work of RAMs and GPU, more than the CPU. The explanation is kinda hard, because it’s not just number of cores and its speed, you know we’ve been stuck with the damned CPU speeds because of overheating and it’s not wise to create a CPU with dozens of cores, CPUs have been evolving in a different way, not only cores and basic clock speed.

    We had an Intel old school 32bits 733Mhz CPU, then a Triple 3’2Ghz CPU 32bits, that would be like comparing 9600Mhz with 733Mhz, 13 times, alright… here come the part I might screw it a little. We have those 3×3’2Ghz, and the new one is 8×1’6Ghz?, that’s like 9600Mhz vs 12800Mhz… ooookkk… it might not look that good, but… the new CPU is going a 64bits one, so the intructions are going to be a little more complex than the 32bits, and rumors said that CPU could do 2 instructions per clock cycle, something the old 360′s CPU (I think) can’t do…

    In the end we have to maybe multiply that 12800 by 2 (64bits instrucctions from 32bits) and the again by 2(double instructions per clock from single instruction)?, making it now a 9600 vs 51200? at least 5’3 times faster? as I said it’s more a matter of GPU and RAM than the CPU, that’s why the GPUs were created, to take care of the graphics and leave the CPU out of that task.

    In short: “Durango” kicks Xbox 360′s specs as the 360 kicked the Xbox 1, so we have a next-gen gap difference from PS360 to PS4/Xbox 3

    And for those who will change Xbox for PlayStation, what the hell? you choose a console for its games, if you’re a true gamer you only have worry to about if the hardware is powerful enough to make a difference compared to the previous console or not, and as I explained (more or less), it does.

    I’m not worried at all about the next-gen’s hardware, and no one should be, those rumored specs are already good enough to see a difference, we should worry about the games, if we’ll see new ones or they’re just going to suck dry every franchise until we grow tired of them, quantity over quality, and also drying our wallet with the DLCs, those are the real problems.

    I hope my thoughts, info and opinion helped, and if anyone wants to correct anything about the hardware part, then it’s welcome to do it, I want to be informed properly with the right info, I don’t want to be a troll that is just bite and has no usefull info, that way I can give a better opinion.

    • To

      Man… doing all that math when nobody knows what the real specs are…

    • zybraisacock

      Production will have already started.

  • pinstripe

    This is just one GPU. Perhaps MS is gonna put 2 of those and stack them in 3D. 2*1.2 TFLOPS = better than Orbis.

    • Tiberius

      Perhaps MS is sucking off gandalf

    • Realname

      that would be funny xDDDDDD

  • http://www.n4g.com Shay

    @pinstripe
    And get ready for RROD2? Msft is fighting battles on many fronts. Tablets, Pcs, Cellphones. etc. The xbox divisions profit is nothing compared to how many billions is their operating cost. Windows 8 market penetration isnt helping the situation either.

    The fact that they are building a machine to capture the growing casual market, why do some people feel offended by this?
    Do not forget, this Durango will also boast a built in decoder for television also, which Europe doesnt care for, but America does.
    Lol you guys obviously know more than msft engineers and their marketing division lol.

    Sony is building a game machine. And a game machine ALONE.
    Google the secret meetings last year between Sony and Microsoft.
    Clearly (as Sony is a majority shareholder in the Blu Ray format), they reached an agreement for msft to share technologies, check Semi-Accurate for that, there is Sony patented tech in this GPU up here. AMD is brokering the deals between them.
    The PS4 will right EVERY mistake the PS3 did. This is not an Apples and Oranges comparison like last gen.

    Both consoles have X86CPUS.
    both consoles have CPU and GPU configurations by AMD.
    Xbox 3 1.2TFLOP – 1.83TFLOP.

    Msft is delaying the announcement till June due to EU regulations regarding set top box decoder power consumption etc.
    Face it, hardcore gamers arent the bread and butter of Nextbox.
    Look at sales of Halo 4? compared to Halo 3? Disappointing. Let msft chase the money (casuals)
    And before people mention COD being hardcore, fine enough, you do realise its still running on a modified Quake 3 engine? Next gen, Xbox will still get great CODs, its just msft want the Twitter, Facebook, Kinect, Ipad, Iphone generation be the focus Day 1

  • http://www.n4g.com Shay

    PS Cell CPU was a technical flop. Yes, it produced great exclusives, but the PS4 is ditching it.
    Sony hold a patent to emulate Cell for BackwardsCompatibility (via emulation by general purpose CPU.
    But, these are NOT ground up designs like Xenos,Xenon,Cell.
    Fact is, the GPU in the 360 was an R600,A WHOLE generation beyond the PS3s.
    That and the fact the 360 had unified ram (the Ps3 had 25mb XDram and 250DDR3) AND the fact the 360s Operating System was 30MB of ram, the PS3s was 100MB+ resulted in games looking similar despite the Specs of the PS3 being better.

    Next gen, its apples and apples comparisons,
    Toe to toe, they have the SAME achcitecture, 100% the same. But in every aspect the PS4 trumps it.
    So the “teh Ps3 waz powerfulz lookz how it TuRnD out LuLZ” theories should get thrown under a bus.

    • kerriganmarois

      How can it trump it when it isn’t out yet? Rumors pointed to ps4 having a 4gb/2gb configuration like a pc for memory and they came out and surprised us. MS might do the same.

      The theories that should get thrown under the bus are the ones based on rumors.

  • pinstripe

    @Shay

    First of all, two of these GPUs fabricated in 28nm and stacked on top hardly will cause any RROD. Fusing two HD7770s together in a smart fashion versus one HD7850 (Orbis) might still yield better power and performance rates. Remember, Microsoft put a lot more R&D money into these chips than Sony.

    Secondly, yes, Xbox is definitely geared towards the NA audience, with TV, and Livingroom entertainment and all. And yes, Win 8 is a little bit of a let down. But those two things won’t bring down a giant like MS.

    MS, despite it’s current problems, has the longer breath than Sony. MS will not fail with the Durango.

  • http://www.n4g.com Shay

    Are you basing the “R and D” line due to what Sweetvar said regarding AMD was “focusing” on the Nextbox more?
    Msft is a software company, Sony did most work inhouse with inhouse engineers. I doubt Msft is going to stack two gpus as
    1)Why not go the APU+GPU combination? It would be cheaper.
    And
    2)Power requirements.
    Two GPUs… I dont think any console is going above 150-170watts next gen.
    The way it stands, its a very believeable next gen system.
    Epic games advised them with the 360 to have unified 512mb ram for Gears, Microsoft complied.
    Now Epic asked for minimum 1TFlop ran the Samaritan demo, Msft gave them 1.2TFlop.
    Im just not seeing the secret sauce people keep going on about. It looks like it is what it is.
    Hey Mr X, Maynard, some clarity, does the dev kit house two GPU’s?
    I read Nextbox is being announced in June… there is too little time to make changes now.

    My best bet, Msft wants a console refresh every 2-4yrs… so, Ipad 1, Ipad2 type thing. Next next Xbox in 2016?

  • pinstripe

    @Shay

    First of all, I don’t believe MS is gonna use an AMD x86 APU solution. Everything indicates that they’re using an IBM Power A2 CPU and an altered Radeon HD GPU, fused together on a single SoC maybe (just like the Xbox 360 Slim). This would also make 360 BC possible. I don’t know why people believe this is gonna be an AMD CPU. Only Orbis is using that.

    Power requirements you say. Two of these GPU modules using 2.5 or even 3D stacking would still generate below 100W, yet have higher fillrates than a single HD7850. That’s where the R&D money went into, engineering a powerful GPU yet low power consumption solution.

    And last: Even if they just use a single GPU, it’s till pretty good. MS is a software company first so they know how difficult and expensive it will be for developers to push hardware. By putting on a cap regarding brute force, it will force first-party developers to be more efficient and keeps budgets reasonable. Most devs are already struggling with current consoles in terms of cost, so trying to compete on graphics and production values alone is a game that will only have losers. MS thinks further ahead in this regard than Sony.

  • http://www.n4g.com Shay

    Time wil tell, Pinstripe…
    All I know is… IBM isnt involved with any next gen console at all..
    and the guys that started the IBM rumor also were 1st to say expect a Nvidia 680GTX in there too…

  • bobbybuchae

    What we are seeing here is the effect of having reached thermal limits in silicon technology and the crappy economy. Iwata-san already told everyone that there wouldn’t be that much difference in hardware capability for the next generation. This also showcases just how far ahead the PS3/360 really were for their time. We just may see 7th and 8th generation IP releases, starting with Grand Theft Auto 5. Gone are the days of the immense leap in graphical capability we say going from PSone to PS2. Hence games like NFS MW originally came out on the PS2/xbox/Xbox 360.

    Plus the 10 year life cycle will more than likely be non-existent with these next-gen consoles.

    • Nicholas Gatewood

      Iwata and Fils-Aime are liars, don’t just mindlessly believe what they have to say about hardware. There’s a massive, MASSIVE difference in hardware capability between the true next-gen systems and the Wii U, claiming otherwise because someone who would profit from lying said so is silly.

  • Mhhh

    @bobbybuchae

    This Durango spec’s thermal profile would be a lot below the 360 when released. 90..120Watt with games is my projection. The HW here could have been released early last year if they went for bobcat instead of jaguar I suppose. It definitely isn’t limited for thermal reasons. Therefore all the disappointment.

  • John

    Rumors are false. Wait and see . 1.2 Tflops xD you people are crazy. we are in 2013 and maybe if you want to use your brain ,why is amd delaying the hd8xxx series until mid 2013. yea right! because the new xbox will use it.

  • http://www.n4g.com Shay

    Iwata San HAHAHAHAHAHAHAHA.
    duct-taped 3 Gekko (gamecube cpus) Overclocked them to 1.2ghz and used a low end HD4650 from 2006 and called it next gen.

    Read Digital Foundrys article from yesterday. Pics included.
    Wii is NOT next gen.
    PS4 and Xbox 3 will run circles around that garbage.
    Its a blatant cheap cash in at soccer moms and the twitter generation.

  • http://www.n4g.com Shay

    Wii U, I meant.
    Is
    Not
    NEXT Gen.

  • eternallord

    can u wake up ps3 fans,ITS ALL ABT REAL TIME CONDITION! its not abt specs…who say that the Final Fantasy(13-2) Can Be ported to Xbox 360 ,and its the same as on PS3 ,even slightly better in some cases(shadowing) u can check http://WWW.EUROGAMER.NET.(Face Off),besides the architecture of the xbox 360 is smarter than the ps3 and multiplatform games look better than the ps3(and we all knw that the ps3 is more powerful than the xbox 360),another example:the Samsung S3 is Quad Core etc and the Iphone 5 is dual cores but in real time condition the iphone 5 performs better…the Durango will be even smarter this time,so its all abt REAL TIME CONDITIONS

    • Nicholas Gatewood

      You have no idea what you’re talking about at all. In real-world conditions the PS4′s specs blow the next Xbox’s out of the water, no contest. In this case the PS4 is even the superior platform in regards to its hardware simplicity. If the next Xbox DID have a slightly better GPU than the PS4, the PS4 would still compare favorably against it because of its superior RAM solution.

      The next Xbox will likely launch at $350 while the PS4 launches at $400, but the PS4 ends up being around twice as powerful and a much better platform for developers. Just stating the facts here, to go against all the people who seem to lack any knowledge regarding hardware or game optimization.

  • eternallord

    http://www.ps3news.com/images/img_4613.jpg

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  • sharon hurst

    so the wiiu gpgpu destroys the durango gpu for edram and sram far more fast ram and vastly more bandwidth on the wiiu gpu combined custom logic and shaders allows wiiu to be next gen at 40watts

    clearly a better design

    • Nicholas Gatewood

      Um, no. Not even remotely accurate. The Wii U isn’t any more technically impressive than the 360, and the next-gen Xbox should blow it out of the water in every single regard. There’s just no contest, the Wii U only would’ve been impressive in 2007.

  • sharon hurst

    32mb edram 140gb bandwidth plus extra edram plus 1mb sram there bandwidths unnown looking at 200gb of fast ram bandwidth on chip for wiiu

  • wiiboy101

    durango looks like crappy tablet parts on the cheap from near bankrupt AMD wiiu on the other hand looks asweet design and gamepad and wii remote and wii motion plus are next gen gaming kinect is a joke and illumiroom is a disco ball gimmic AND BOTH WIL LAG TERRIBLY

    • Nicholas Gatewood

      The Wii U is an utter failure on a technical level. If we’re just looking at specs here, the Wii U isn’t much more impressive than the 360 – the next Xbox and PS4 absolutely demolish its performance. I really wish Nintendo fans would understand how horribly Nintendo’s been performing lately and ask them to improve, it kills me to see what they’ve become.

  • wiiboy101

    LOL @ esram lol its sram its plain old sram wiius edram at a lower clock utterly destroys it

  • pinstripe

    Another reason to believe that Durango might use an IBM PowerPC, not AMD.

    http://semiaccurate.com/2013/02/07/ibm-adds-5-dimensions-to-chip-stacks-in-one-year/#.URPsCWefZJA

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  • Anonymus

    LOOOOOOOOOOL

  • sony_f^^k_sega

    rrodbox 1.2 confirmed

  • Pingback: Se revelan nuevas especificaciones técnicas del sucesor del XBOX 360Satelite Geek | Satelite Geek

  • http://twitter.com/mattparksb101 Matt L Parks

    Where did they get this 1.2 tflops from? My understanding was that the GPU had to be a 6870 OR 6950 (because of the DVI ports in the back) and not the Radeon 6670 as first reported.

  • kerriganmarois

    Its really a shame we can’t have a discussion about the tech instead of all you fucktards blathering nonsense about console wars.

  • Vince and always Vince

    each shared cores..is 4 normal cu….the diagram is correct ur interpretation is wrong look on wikipedia smx (nvidia) or cu array (amd)

  • Vince and always Vince

    this mean something like 3072 …alu..do ur counts

  • http://twitter.com/wweis4ever WWE News

    Guys, here are the PS4 and Xbox 720 comparisons I know so far based on what I know

    CPU:
    - Both are 8-core
    - Xbox is x64, PS4 is x86
    - Xbox has 8GB of DRAM/ESRAM, PS4 has 8GB of DDR5 RAM (DDR5 is faster)
    - Xbox goes at 170 GB/s (combined from DRAM/ESRAM), PS4 goes at 176 GB/s

    GPU:
    - Xbox is 1.23 TFLOPS, PS4 is 1.84 TFLOPS
    - Xbox has 12 or 14 compute units, PS4 has 18 compute units
    - Xbox has 12 shader cores, PS4 has about 14(estimated)

    So overall, PS4 is winning, but Xbox could prevail in software and graphics again. And besides, all these specs are rumors or the Xbox. We all thought PS4 would be 4GB, but it turned out 8, so xbox might change as well.

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