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ATI Xbox 360 E GPU

Graphics Processor
Xenos Corona
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 E GPU was a performance-segment gaming console graphics solution by ATI, launched on June 10th, 2013. Built on the 45 nm process, and based on the Xenos Corona graphics processor, in its Crayola 6 variant, the device supports DirectX 9.0c. The Xenos Corona graphics processor is an average sized chip with a die area of 168 mm² and 372 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 120 W maximum. The console's dimensions are 264 mm x 254 mm x 67 mm, and it features a igp cooling solution. Its price at launch was 299 US Dollars.

Graphics Processor

GPU Name
Xenos Corona
GPU Variant
Crayola 6
Architecture
TeraScale
Foundry
TSMC
Process Size
45 nm
Transistors
372 million
Density
2.2M / mm²
Die Size
168 mm²

Graphics Card

Release Date
Jun 10th, 2013
Generation
Console GPU
(Microsoft)
Production
End-of-life
Launch Price
299 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
264 mm
10.4 inches
Width
254 mm
10 inches
Height
67 mm
2.6 inches
Weight
2.9 kg (6.3 lbs)
TDP
120 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 Corona GPU Notes

Transisters: CPU 140 million / GPU 232 million

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.
May 3rd, 2024 16:49 EDT change timezone

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