» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


 27 12
发新话题
打印

[新闻] vgleaks放出720最新规格!!



As we promised during the weekend in the next weeks we will unveil Durango and Orbis. All the technical info you want to know about the next generation machines from Sony and Microsoft.

The first one is Durango. In this article we present the system overview with the general components and some technical details about them.

How are durango components connected?

Here you can see the Durango system block diagram:

Durango Arquitecture



Let’s check what’s inside the box:

CPU:

- x64 Architecture

- 8 CPU cores running at 1.6 gigahertz (GHz)

- each CPU thread has its own 32 KB L1 instruction cache and 32 KB L1 data cache

- each module of four CPU cores has a 2 MB L2 cache resulting in a total of 4 MB of L2 cache

- each core has one fully independent hardware thread with no shared execution resources

- each hardware thread can issue two instructions per clock

GPU:

- custom D3D11.1 class 800-MHz graphics processor

- 12 shader cores providing a total of 768 threads

- each thread can perform one scalar multiplication and addition operation (MADD) per clock cycle

- at peak performance, the GPU can effectively issue 1.2 trillion floating-point operations per second

High-fidelity Natural User Interface (NUI) sensor is always present

Storage and Memory:

- 8 gigabyte (GB) of RAM DDR3 (68 GB/s)

- 32 MB of fast embedded SRAM (ESRAM) (102 GB/s)

- from the GPU’s perspective the bandwidths of system memory and ESRAM are parallel providing combined peak bandwidth of 170 GB/sec.

- Hard drive is always present

- 50 GB 6x Blu-ray Disc drive

Networking:

- Gigabit Ethernet

- Wi-Fi and Wi-Fi Direct

Hardware Accelerators:

- Move engines

- Image, video, and audio codecs

- Kinect multichannel echo cancellation (MEC) hardware

- Cryptography engines for encryption and decryption, and hashing

[ 本帖最后由 倍舒爽 于 2013-1-21 23:55 编辑 ]


TOP

最想不明是这个:
from the GPU’s perspective the bandwidths of system memory and ESRAM are parallel providing combined peak bandwidth of 170 GB/sec.



TOP

引用:
原帖由 BD 于 2013-1-21 23:25 发表
posted by wap, platform: iPhone

笑而不语
老师,mdx在雨雪路上的效果真这么好??
引用:
原帖由 你老闆 于 2013-1-21 23:22 发表

都傻的,如果esRAM比edRAM慢那用esRAM幹什麼,esRAM比edRAM還貴

還有,你看那DDR3配置,那GPU配置,就知道跟之前neogaf的預想配置一模一樣
又是個抄論壇的
我只是说想说简单把102,68相加这个说法对于内存带宽来讲完全是很低级的错误,

但这么低级的错误似乎没什么理由直接放出来。。

就等于dx11.5一样。。

刚补上图

跟某兄弟的话也不是不能联系上来,

对了,北桥居然是独立的。。这个太不靠谱。。

另外具体数字上让人存疑。。

[ 本帖最后由 倍舒爽 于 2013-1-22 00:05 编辑 ]


TOP

这样不能成为一块die?
附件: 您所在的用户组无法下载或查看附件

TOP

我从没说信谁不信。。

主要是gpu和cpu与北桥的管线太让人存疑了

TOP

引用:
原帖由 你老闆 于 2013-1-22 00:25 发表

這圖表問題多多你還管幹什麼

我發現你很有趣,不明顯錯誤就只當不小心然後列入考慮,明顯錯誤又說是故意然後仍然列入考慮


這個配置跟vg247那個幾乎一樣,然後你記不記得阿社對vg247的新聞說過什麼?
个人取向问题,我上论坛只是为了玩。。

以目前挤牙膏般的信息量来讲。。

几天才多那么丁点元素。。

简简单单排除一个问题。坛子就再没什么好玩再没什么好说的了。。

放轻松d啦。。

TOP

自从战神放出了自白文后,就再没鬼佬信tgfc了,尤其是b3d那个高楼,一有人放tgfc的料就被人叼。。

TOP

引用:
原帖由 讴歌123 于 2013-1-22 01:08 发表

给点hint嘛,你可以笑而不语但我们只能在这乱猜
老师就是茶余饭后上来调戏下俺们的。。

我问他mdx雨雪效果方面他都不鸟我了。。

TOP

抹黑对方。。
有意思有意思。。。:D :D

对了,老师对大老板这话有啥看法没??

In the Business section of The Times today, Hirai said, "Why go first, when your competitors can look at your specifications and come up with something betters?"

另外gaf某“知名业内a”提到720的某神秘部件play a major part~(肯定不是gpu cpu之类的)

老师又咋看呢??

[ 本帖最后由 倍舒爽 于 2013-1-22 03:21 编辑 ]

TOP

引用:
原帖由 erererr 于 2013-1-22 06:24 发表

微软会抹黑索尼?看来索尼配置不错啊

附件: 您所在的用户组无法下载或查看附件

TOP

posted by wap, platform: Nokia (E71)

有问题。。
啊社君见过听过data move engines么?
那边说得板上钉钉的样子哦!!
提高cu效率达66巴仙的。目前最高端的显卡也做不到。
esram更邪恶!比老edram能办的事多更多!!


还有居然两边的dev kit都超过3点5tf啊!!

TOP

posted by wap, platform: Nokia (E71)
引用:
原帖由 @阿社君  于 2013-1-22 09:55 发表
posted by wap, platform: UC

我不知道跟我说的CPU+GPU共同计算的调度算不算一个东西。。。

另外,随便聊聊啊,XO或者PS3中的音频部分是靠CPU软解的吗?
shooot!!真有。。
那边的说法是减轻cpu gpu负载的。。

音频方面,xo不晓得,ps3是!

让我奇怪的是,现代cpu解个音频多简单多easy啊!
怎么居然有个单元负责这呢?
莫非和hdmi in有关?实时解码编码?

TOP

posted by wap, platform: Nokia (E71)
引用:
原帖由 @u571  于 2013-1-22 10:03 发表
XO怎么可能不是的呢,XBOX多声道就是硬件单元专门处理的。

游戏跟视频不一样对实时性要求很高,用专门硬件单元来做不仅成本不会太高也好保证实时性。
你说那个北桥假,是因为esram的连接吗?
我开始也觉得假。。
不过看了老外他们吹了整天牛,可能会成真了。。

esram不是像edram只负责以往3,4项工作这么简单。。

TOP

引用:
原帖由 u571 于 2013-1-22 10:25 发表



北桥速度才多快?32MB才多大?你可以看看下XO的流处理和北桥的设计
32m多大估计不是问题而是关键有多快。。

按照他们的说法,xo的edram外部带宽是32G/s,比现在那个慢3倍。。

至于北桥方面,该参考的该是现在的apu。。但现在的apu的内存控制器仅支持128bit ddr3

所以720那个应该强很多。。

TOP

最让我郁闷的是所谓170gb/s的内存带宽,这到底怎么回事。。。
但eurogamer的官方分析说:有可能!!!

原帖子太多已成高楼,眼很花,,所以很多昨天看到的关键信息没贴出来。。
上去随便摘录了些。。

其中aegies是公认legit的。。

Karak
Member
(Today, 06:54 PM)
Quote

#1341
Also the esram will be able to communicate more directly than the edram on the 360. One of the major dev complaints.
Awesome custom stuff on that GPU though some of it is a bit confusing still to me even after 3 days.



aegies
Member
(Today, 07:00 PM)
Quote
The original 6670 next gen console rumor last year was accurate, and it was Orbis. That's changed. Microsoft had longer to work on their final design. It's more custom.
The comparisons to the PS3 aren't necessarily inaccurate, I think. Durango's architecture is more exotic than Orbis by all indications
. I just think, based on Microsoft's dev history and general developer sentiment, that Microsoft has Durango's development environment more on lockdown than Sony had with the PS3.

------------------
#1371
Originally Posted by derFeef:  
Can the eSRAM buffer be sideloaded into the main memory?

Karak
Member
(Today, 07:01 PM)
Quote
Guess not.
No but this sram can do one or two things that the 360 edram could not. Which will please the devs to no end who had issues with those particular problems.


aegies
Member
(Today, 07:00 PM)
Quote

Let me see if this helps. For Durango:

Rendering into ESRAM: Yes.
Rendering into DRAM: Yes.
Texturing from ESRAM: Yes.
Texturing from DRAM: Yes.
Resolving into ESRAM: Yes.
Resolving into DRAM: Yes.

For the 360, that would be yes, no, no, yes, no, yes.

[ 本帖最后由 倍舒爽 于 2013-1-22 14:30 编辑 ]

TOP

 27 12
发新话题
     
官方公众号及微博