Last week we published a poll where you chose to know more about the Xbox One (Durango) GPU.
Wishes come true. We have splitted the article in three pages, so don’t forget to read the whole work.
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A better view of Xbox One (Durango) GPU capabilities and performance
Xbox One brings the enhanced capabilities of a modern Direct3D 11 GPU to the console space. The Xbox One (Durango) GPU is a departure from previous console generations both in raw performance and in structure.
The following table describes expected performance of the Xbox One GPU. Bear in mind that the table is based only on hardware specifications, not on actual hardware running actual code. For many reasons, theoretical peak performance can be difficult or impossible to achieve with real-world processing loads.
Stat | Value | |
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 |
This article continues at Page 2.