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Xbox 720 Full Specs Chart, 8GB DDR3 RAM, 32MB ESRAM

By Jon I in Industry Talk

Further leaks with the Xbox 720 (yet to be announced and expected to be revealed next month) detail the RAM that the console is said to be using. In addition to the 8GB of DDR3 RAM Xbox 720 will be sporting (as reported in our previous leak) the new information pegs 32MB of ESRAM capable of extremely fast data processing rates allowing background features you know and love from the Xbox 360 to evolve into the next-gen 720 such as playing custom music and always being connected to your slick User Interface. The extra ESRAM is said to also reduce latency in online matches as well and operates at an abnormally high frequency compared to other RAM. All of this is in addition to its primary functionality which will result in little to no screen-tearing, something that clearly plagued the Xbox 360 and PlayStation 3 at some points in their life cycles.

The battle is on now, PlayStation 4 fans are expecting some amazing results from the GDDR5 RAM the system will be host to, now Xbox 720 fans can expect a similar impact on the evolution of their console of choice’s RAM technology.

FULL XBOX 720 SPECS

(SCROLL DOWN FOR DIAGRAM OF PARTS AS WELL):

  • Clock rate
  • 800 MHz
  • Compute
  • Shader cores
  • 12
  • Instruction issue rate
  • 12 SCs * 4 SIMDs * 16 threads/clock = 768 ops/clock
  • FLOPs
  • 768 ops/clock * (1 mul + 1 add) * 800 MHz = 1.2 TFLOPS
  • Interpolation
  • ( 768 ops/clock / 2 ops ) * 800 MHz = 307.2 Gfloat/sec
  • Geometry
  • Triangle rate
  • 2 tri/clock * 800 MHz = 1.6 Gtri/sec
  • Vertex rate
  • 2 vert/clock * 800 MHz = 1.6 Gvert/sec
  • Vertex/buffer fetch rate (4 bytes)
  • 4 elements/clock * 12 SCs * 800 MHz = 38.4 Gelement/sec
  • Vertex/Buffer data rate from cache
  • 38.4 Gelements/sec * 4 bytes = 153.6 GB/sec
  • Memory
  • Peak throughput from main RAM
  • 68 GB/sec
  • Peak throughput from ESRAM
  • 128 bytes/clock * 800 MHz = 102.4 GB/sec
  • ESRAM size
  • 32 MB
  • GSM size
  • 64 KB
  • LSM size
  • 12 SCs * 64 KB = 768 KB
  • L2 cache size
  • 4 x 128 KB = 512 KB (shared)
  • Texture
  • Bilinear fetch rate (4 bytes)
  • 4 fetches/clock * 12 SCs * 800 MHz = 38.4 Gtexels/sec
  • Bilinear data rate from cache
  • 38.4 Gtexels/sec * 4 bytes = 153.6 GB/sec
  • L1 cache size
  • 16 KB/SC * 12 SCs = 192 KB (nonshared)
  • Output
  • Color/depth blocks
  • 4
  • Pixel clear rate
  • 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec
  • Pixel hierarchical Z cull rate
  • 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec
  • Sample Z cull rate
  • 16 /clock * 4 DBs * 800 MHz = 51.2 Gsample/sec
  • Pixel emit rate
  • 4 /clock * 4 DBs * 800 MHz = 12.8 Gpixel/sec
  • Pixel resolve rate
  • 4 /clock * 4 DBs * 800 MHz = 12.8 Gpixel/sec

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