Xbox 360 GPU — Technical City
ATI
Xbox 360 GPU
Buy
- Interface IGP
- Core clock speed 500 MHz
- Max video memory 512 MB
- Memory type GDDR3
- Memory clock speed 1400 MHz
- Maximum resolution
Summary
ATI started Xbox 360 GPU sales 22 November 2005. This is TeraScale architecture desktop card based on 90 nm manufacturing process and primarily aimed at gamers. 512 MB of GDDR3 memory clocked at 1.4 GHz are supplied, and together with 128 Bit memory interface this creates a bandwidth of 22.4 GB/s.
Compatibility-wise, this is an integrated video card.
We have no data on Xbox 360 GPU benchmark results.
General info
Of Xbox 360 GPU’s architecture, market segment and release date.
Place in performance rating | not rated | |
Architecture | TeraScale (2005−2013) | |
GPU code name | Xenos | |
Market segment | Desktop | |
Release date | 22 November 2005 (16 years ago) | |
Current price | $18. 41 | of 49999 (A100 SXM4) |
Technical specs
Xbox 360 GPU’s general performance parameters such as number of shaders, GPU base clock, manufacturing process, texturing and calculation speed. These parameters indirectly speak of Xbox 360 GPU’s performance, but for precise assessment you have to consider its benchmark and gaming test results.
Pipelines / CUDA cores | 240 | of 18432 (AD102) |
Core clock speed | 500 MHz | of 2610 (Radeon RX 6500 XT) |
Number of transistors | 232 million | of 14400 (GeForce GTX 1080 SLI Mobile) |
Manufacturing process technology | 90 nm | of 4 (GeForce RTX 4080 Ti) |
Texture fill rate | 8.000 | of 961.9 (Radeon RX 7900 XTX) |
Floating-point performance | 240 gflops | of 16384 (Radeon Pro Duo) |
Compatibility, dimensions and requirements
Information on Xbox 360 GPU’s compatibility with other computer components. Useful when choosing a future computer configuration or upgrading an existing one. For desktop video cards it’s interface and bus (motherboard compatibility), additional power connectors (power supply compatibility).
Interface | IGP | |
Width | IGP |
Memory
Parameters of memory installed on Xbox 360 GPU: its type, size, bus, clock and resulting bandwidth. Note that GPUs integrated into processors have no dedicated memory and use a shared part of system RAM instead.
Memory type | GDDR3 | |
Maximum RAM amount | 512 MB | of 128 (Radeon Instinct MI250X) |
Memory bus width | 128 Bit | of 8192 (Radeon Instinct MI250X) |
Memory clock speed | 1400 MHz | of 21000 (GeForce RTX 3090 Ti) |
Memory bandwidth | 22. 4 GB/s | of 14400 (Radeon R7 M260) |
Video outputs and ports
Types and number of video connectors present on Xbox 360 GPU. As a rule, this section is relevant only for desktop reference graphics cards, since for notebook ones the availability of certain video outputs depends on the laptop model, while non-reference desktop models can (though not necessarily will) bear a different set of video ports.
Display Connectors | No outputs |
API support
APIs supported by Xbox 360 GPU, sometimes including their particular versions.
DirectX | 9.0c (9_3) | |
OpenGL | N/A | of 4.6 (GeForce GTX 1080 Mobile) |
Benchmark performance
Non-gaming benchmark performance of Xbox 360 GPU. Note that overall benchmark performance is measured in points in 0-100 range.
We have no data on Xbox 360 GPU benchmark results.
NVIDIA equivalent
We believe that the nearest equivalent to Xbox 360 GPU from NVIDIA is GeForce GT 240.
GeForce GT
240
Compare
Similar GPUs
Here is our recommendation of several graphics cards that are more or less close in performance to the one reviewed.
GeForce
8800 GS
Compare
Radeon HD
2900 GT
Compare
GeForce
9800 GT
Compare
GeForce
8800 GTX
Compare
GeForce
9800 GTX
Compare
Radeon HD
2900 XT
Compare
Recommended processors
These processors are most commonly used with Xbox 360 GPU according to our statistics.
Core i3
2120
25%
Pentium Silver
J5005
25%
EPYC
7h22
25%
Ryzen 5
5600G
25%
User rating
Here you can see the user rating of the graphics card, as well as rate it yourself.
Questions and comments
Here you can ask a question about Xbox 360 GPU, agree or disagree with our judgements, or report an error or mismatch.
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The Xbox 360 GPU — Inside Microsoft’s Xbox 360
by Anand Lal Shimpi, Kristopher Kubicki & Tuan Nguyenon November 16, 2005 5:09 AM EST
- Posted in
- Systems
91 Comments
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91 Comments
IndexWhat’s in the Box, in the Box? (Taking it Apart)Removing the Outer ShellDisassembling the Internals of the Xbox 360Disassembling the Xbox 360 HDDRemoving the Heatsinks from the MotherboardThe Xbox 360 CPUThe Xbox 360 GPUThe Xbox 360 ChipsetThe Wireless ControllersStorage Devices
The Xbox 360 GPU
While Microsoft’s focus on the CPU was efficiency, with the Xbox 360’s GPU, it pulled out all the stops. Designed by ATI, Microsoft controls the IP of the GPU; meaning, Microsoft can manufacture and do what it wishes with Xenos (although we’re assuming that they can’t stick it on graphics cards and start selling it to the public).
The GPU also acts as a North Bridge in the system, but we’ll get to that role a little later. Like the Xbox 360 CPU, we’ve talked about the GPU in great detail in the past, but we’ll briefly go over the highlights here.
The buzzword that was around the Xbox 360 GPU’s announcement was of course, its use of a Unified Shader Architecture. Modern day PC GPUs feature separate pixel and vertex shader units, which are collections of execution units and associated logic to handle pixel shader and vertex shader instructions. The Xbox 360’s GPU features a single set of execution units and logic that can execute both pixel and vertex shader instructions. The benefit of a unified shader architecture is greater efficiency, as we mentioned in our original piece on it: «The unified shader architecture that ATI chose to use in their Xbox 360 GPU allows them to pack more functionality onto fewer transistors as less hardware needs to be duplicated for use in different parts of the chip and will run both vertex and shader programs on the same hardware. «
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.
Click to Enlarge
On a smaller manufacturing process, the dice could be unified, as they are only separated right now in order to improve yields. Impressively enough, the GPU is cooled by a fairly low profile heatsink, with the two rear case fans in the Xbox 360 providing all the airflow over the heatsink’s fins.
Click to Enlarge
For a more in-depth look at the Xbox 360’s GPU, head over to our original coverage of the architecture back at E3.
Backwards Compatibility
With a completely different CPU ISA (Instruction Set Architecture) and a GPU from a different manufacturer the Xbox 360 is a very different beast than the original Xbox, thus backwards compatibility had to be done via software emulation.
Microsoft recently announced the 212 original Xbox titles that would be backwards compatible on the Xbox 360 at launch, you can view the entire list here. In order to take advantage of the backwards compatibility you need to have the removable hard drive attached to the Xbox, as a software patch will have to be downloaded from Microsoft’s servers. The download process will happen automatically and you will be alerted if the title you’re attempting to play does not yet have a patch available for it.
HDTV Support
With the Xbox 360, Microsoft hopes to usher in the era of HD gaming, first and foremost by requiring all Xbox 360 games to support 720p (1280 x 720). Unfortunately, we have yet to hear from Microsoft if this means that all games must be internally rendered at 1280 x 720 or if they can be rendered at a lower resolution and upscaled later on. There have been discussions involving at least one Xbox 360 game (Project Gotham Racing 3), rendering internally at a lower resolution and having the Xbox 360’s TV encoder upscale it to 720p.
You don’t have to have a HDTV, but obviously owning one will give you better overall image quality. The Xbox 360 supports all of the most popular video formats: 480i, 480p, 720p and 1080i.
Click to Enlarge
There is no out of box DVI or HDMI support, nor is there any Microsoft support for either of those video interface standards at this time, although Microsoft has indicated that they may offer HDMI support when it makes sense to. There is, however, an optical output, but the cable is not included.
If you don’t have a HDTV but you have a VGA monitor that you’d like to use, Microsoft does offer a VGA cable that will allow you to connect your Xbox 360 to a VGA monitor. If you don’t have a HDTV or a monitor but still want a higher quality output, Microsoft also offers a S-Video AV cable.
The Xbox 360 CPU
The Xbox 360 Chipset
IndexWhat’s in the Box, in the Box? (Taking it Apart)Removing the Outer ShellDisassembling the Internals of the Xbox 360Disassembling the Xbox 360 HDDRemoving the Heatsinks from the MotherboardThe Xbox 360 CPUThe Xbox 360 GPUThe Xbox 360 ChipsetThe Wireless ControllersStorage Devices
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Video card Xbox 360 GPU — Technical City
ATI
Xbox 360 GPU
- IGP Interface
- Core frequency 500 MHz
- Video memory size 512 MB
- Memory type GDDR3
- Memory frequency 1400 MHz
- Maximum resolution
Description
ATI started Xbox 360 GPU sales on November 22, 2005. This is a TeraScale architecture desktop card based on manufacturing process 90 nm, primarily aimed at gamers. It has 512 MB of GDDR3 memory at 1.4 GHz, and coupled with a 128-bit interface, this creates a bandwidth of 22.40 Gb / s.
In terms of compatibility, this is an integrated graphics card.
We don’t have test results for the Xbox 360 GPU.
General
Information about the type (desktop or laptop) and architecture of the Xbox 360 GPU, as well as when sales started and cost at that time.
of characteristics
General Xbox 360 GPU performance parameters such as number of shaders, GPU core clock, manufacturing process, texturing and compute speed. They indirectly speak about the performance of the Xbox 360 GPU, but for an accurate assessment you need to consider the results of benchmarks and gaming tests.
Interface | IGP | |
1
The parameters of the memory installed on the Xbox 360 GPU — type, size, bus, frequency and bandwidth. For video cards built into the processor that do not have their own memory, a shared part of the RAM is used.
Memorial capacity | 22.40 GB/s | of 14400 (Radeon R7 M260) |
Video
Types and number of video connectors present on Xbox 360 GPU. As a rule, this section is relevant only for desktop reference video cards, since for laptop ones the availability of certain video outputs depends on the laptop model.
Video connectors | No outputs
We don’t have test results for the Xbox 360 GPU. Competitor from NVIDIAWe believe that the closest competitor to Xbox 360 GPU from NVIDIA is GeForce GT 240. Compare Other video cardsHere we recommend several video cards that are more or less similar in performance to the reviewed one. Compare Compare Compare Compare Compare Compare Recommended ProcessorsAccording to our statistics, these processors are most commonly used with the Xbox 360 GPU. |