Monday, June 12th 2017

Xbox One X Hardware Specs Give Gaming Desktops a Run for their Money

Microsoft Sunday dropped its mic with the most powerful game console on paper, the Xbox One X, formerly codenamed "Project Scorpio." The bottom-line of this console is that it enables 4K Ultra HD gaming at 60 Hz. Something like this requires you to spend at least $1,200 on a gaming desktop right now. Unlike a Windows 10 PC that's been put together by various pieces of hardware, the Xbox One X is built on a closed ecosystem that's tightly controlled by Microsoft, with heavily optimized software, and a lot of secret sauce the company won't talk about. The console still puts up some mighty impressive hardware specs on paper.

To begin with, at the heart of the Xbox One X is a semi-custom SoC Microsoft co-developed with AMD, built on TSMC's 16 nm FinFET node (the same one NVIDIA builds its "Pascal" GPUs on). This chip features a GPU with almost quadruple the single-precision floating point compute power as the one which drives the Xbox One. It features 40 Graphics CoreNext (GCN) compute units (2,560 stream processors) based on one of the later versions of GCN (likely "Polaris"). The GPU is clocked at 1172 MHz. The other big component of the SoC is an eight-core CPU based on an unnamed micro-architecture evolved from "Jaguar" rather than "Bulldozer" or even "Zen." The eight cores are arranged in two quad-core units of four cores, each; with 4 MB of L2 cache. The CPU is clocked at 2.30 GHz.
The third major component of the Xbox One X SoC is the 384-bit wide GDDR5 memory controller, wired to 12 GB of memory. This memory is used both as system- and graphics-memory, and is the most ideal implementation of AMD's hUMA (heterogeneous unified memory architecture), where there's no visible partition between the system and graphics memory on the physical memory, and depending on the usage scenario, any amount of memory can be used by the CPU and GPU components. Developers are still forced to build their games under the assumption that the system only has 8 GB of memory; so that the remaining 4 GB is used as a kind of "guarantee" that 4K UHD @60 Hz runs smoothly. The total memory bandwidth available is a staggering 326 GB/s.

The SoC features an integrated audio CODEC with 7.1-channel output over HDMI, with support for Dolby Atmos, and HRTF, a new audio format Microsoft developed for the Hololens, which is optimized for VR.

A 1 TB 2.5-inch SATA hard drive comes standard on the Xbox One X. You can swap this drive out for larger HDDs, or faster SATA SSDs. You can also plug in external storage devices over the console's USB 3.0 ports. The console's operating system resides on a smaller eMMC chip that isn't accessible to end-users. The 1 TB HDD is used to store games you've downloaded from your online library à la Steam.

Microsoft switched from bulky external power bricks to internal PSUs with the Xbox One S, and the trend carries forward with the Xbox One X. Powering the whole thing is a 275W internal power-supply. A large fan-heatsink cools the SoC and GDDR5 memory chips.
Source: Eurogamer.net
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132 Comments on Xbox One X Hardware Specs Give Gaming Desktops a Run for their Money

#126
Steevo
efikkanIf you think you don't need AA in 4K, then you need to get your eyesight checked.
AF at 4X is going to give you terribly blurred textures in certain angles. Not even a Titan Xp can pull the heaviest current games in 4K at 60 Hz at the highest detail level, so a gaming console with a fraction of the performance is certainly not going to do that.
We have had angle independent anisotropic filtering for quite a long time, and its usually dedicated hardware so in most new GPU's 4-8X come at no measurable performance cost.

Its also highly possible that a custom Anti-Aliasing filter is applied in hardware and left up to the developer to make sure the code is utilizing the hardware for the differing edges and surfaces. AA usually is used at the expense of memory bandwidth, and where GDDR5 and on die caches are used along side hardware specific constraints I could easily see it rendering 4K 60FPS at 4XAF and 2 or 4XAA with minimal performance degradation as the bigger the texture size the less after effects magic massaging needs done since they are aiming this at a specific 4K screen size and not varying screen sizes.
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#127
FordGT90Concept
"I go fast!1!11!1!"
4K is more GPU limited than CPU limited. They didn't change the CPU much because developers weren't asking for it.

Microsoft figured out how to get rendering a frame down to 16 CPU instructions so the CPU is mostly free to take care of other stuff.
Posted on Reply
#128
lexluthermiester
efikkanIf you think you don't need AA in 4K, then you need to get your eyesight checked.
Do you know how Anti-aliasing works and why it's needed for gaming? Seems clear that you don't, but hey you keep thinking that. And I'll keep enjoying my games at 120fps.
efikkanAF at 4X is going to give you terribly blurred textures in certain angles.
Seems clear you don't understand how Anisotropic Filtering works either. Hmm.
efikkanNot even a Titan Xp can pull the heaviest current games in 4K at 60 Hz at the highest detail level...
Oh, that's just wrong. You really need to stop.
efikkan, so a gaming console with a fraction of the performance is certainly not going to do that.
Did I mention consoles in the statement you're responding to? No, I didn't. I was responding to a comment about a 1080ti, not a console. Do YOU need your eyesight checked? Thinking you might..
Posted on Reply
#129
Nihilus
Damn Lex, can you be any more snarky? Do you talk to people face to face like that?

Working hard to get promoted to Grand Wizzard in the PC Master Race, huh?
Posted on Reply
#130
lexluthermiester
NihilusDamn Lex, can you be any more snarky?
You don't know me. I'm holding back. And really with that? After making comments like "Lots of BS here as well" and "you need to get your eyesight checked" you think that I'm being "snarky"?
NihilusDo you talk to people face to face like that?
Absolutely. Especially when people come off the way you did. You made a technically incorrect statement which was quickly followed up with an insult. How do you not see your error?
NihilusWorking hard to get promoted to Grand Wizzard in the PC Master Race, huh?
So instead of disseminating correct and valid information, this about ego for you then? Ok, gotcha.
Posted on Reply
#131
medi01
efikkanThat's 100% BS.
As mentioned, there is nothing making the consoles perform better per theoretical performance.
Yeah. Almost nothing. As it is hardly a typical desktop PC configuration, Blizzard had optimized Overwatch for 6 threads just for lolz.

It's the same type of hardware running the same APIs.
The same API, right.
Targeting on consoles is about fine-tuning the load to hit a certain frame rate, making the rendered image look different from desktop, not about better performing hardware.
Ah, targeting 6 cores of JAGUAR CPU is called fine tuning. I see.
That's 100% BS.
Hard to disagree.
Posted on Reply
#132
EarthDog
NihilusI was multiplying to get a common denominator. If a 2 core cpu running at 4 ghz has the same multi core performance of a 4 core cpu running at 2 ghz, wouldn't they have the same IPC?
if it was the same core... clockspeeds have nothing to do with IPC dude. You have the same IPC in a given clock cycle at 4ghz as you do at 1mhz. Its just that you are running more cycles per second...but IPC does not change.

Remember, its Instructions PER Clock.
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