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ATI Xbox 360 GPU 65nm

Graphics Processor
Xenos Jasper
Cores
240
TMUs
16
ROPs
8
Memory Size
512 MB
Memory Type
GDDR3
Bus Width
128 bit
GPU Chip
GPU
Front 2
Front 2
Back
Back
The Xbox 360 GPU 65nm was a high-end gaming console graphics solution by ATI, launched on August 1st, 2008. Built on the 65 nm process, and based on the Xenos Jasper graphics processor, in its Crayola 6 variant, the device supports DirectX 9.0c. The Xenos Jasper graphics processor is an average sized chip with a die area of 121 mm² and 232 million transistors. It features 240 shading units, 16 texture mapping units, and 8 ROPs. ATI includes 512 MB GDDR3 memory, which are connected using a 128-bit memory interface. The GPU is operating at a frequency of 500 MHz, memory is running at 700 MHz.
Its power draw is rated at 150 W maximum. The console's dimensions are 310 mm x 269 mm x 79 mm, and it features a igp cooling solution. Its price at launch was 449 US Dollars.

Graphics Processor

GPU Name
Xenos Jasper
GPU Variant
Crayola 6
Architecture
TeraScale
Foundry
TSMC
Process Size
65 nm
Transistors
232 million
Density
1.9M / mm²
Die Size
121 mm²

Graphics Card

Release Date
Aug 1st, 2008
Generation
Console GPU
(Microsoft)
Production
End-of-life
Launch Price
449 USD

Clock Speeds

GPU Clock
500 MHz
Memory Clock
700 MHz
1400 Mbps effective

Memory

Memory Size
512 MB
Memory Type
GDDR3
Memory Bus
128 bit
Bandwidth
22.40 GB/s

Render Config

Shading Units
240
TMUs
16
ROPs
8
Compute Units
3

Theoretical Performance

Pixel Rate
4.000 GPixel/s
Texture Rate
8.000 GTexel/s
FP32 (float)
240.0 GFLOPS

Board Design

Length
310 mm
12.2 inches
Width
269 mm
10.6 inches
Height
79 mm
3.1 inches
Weight
3.5 kg (7.7 lbs)
TDP
150 W
Outputs
1x HDMI 1.2

Graphics Features

DirectX
9.0c (9_3)
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Shader Model
3.0

Xenos Jasper GPU Notes

48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each.

Unified shading architecture
(each pipeline is capable of running either pixel or vertex shaders)

10 FP ops per vector processor per cycle
(5 fused multiply-add)

Peak vertex count:
6.0 GVertices/s
((48 shader vector processors × 2 ops per cycle × 500 MHz) / 8 vector ops per vertex)
for simple transformed and lit polygons

Peak polygon count:
500 million triangles per second

Peak shader operations:
96.0 billion shader operations/s
(3 shader pipelines × 16 processors × 4 ALUs × 500 MHz)

Floating Point Operations:
240.0 GFLOPS
(3 shader pipelines × 16 processors × 500 MHz)

MEMEXPORT shader function

16 texture filtering units
16 texture addressing units
16 filtered samples per clock

Peak texel fillrate:
8.0 GTexel/s
(16 textures × 500 MHz)

16 unfiltered texture samples per clock
(16 texture addressing units)

8 Render Output units / pixel rendering pipelines

Peak pixel fillrate:
4.0 GPixel/s without MSAA
(8 ROPs × 500 MHz)

Peak Z sample rate:
8.0 GSamples/s
(2 Z samples × 8 ROPs × 500 MHz)

32.0 GSamples/s using 4X anti aliasing
(2 Z samples × 8 ROPs × 4X AA × 500 MHz)

Peak anti-aliasing sample rate:
16.0 GSamples/s
(4 AA samples × 8 ROPs × 500 MHz)

Peak Dot product operations:
24 billion per second

Support for a superset of
DirectX Xbox 360

10 MiB daughter embedded DRAM (at 256GB/s) framebuffer on

NEC designed eDRAM die includes additional logic
105 million transistors
(192 parallel pixel processors)
for color, alpha compositing, Z/stencil buffering, and anti-aliasing called “Intelligent Memory”, giving developers 4-sample anti-aliasing at very little performance cost.
Jun 3rd, 2024 11:18 EDT change timezone

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