Consoles Hardware
The following list contains general information about CPUs and GPUs from various consoles with 3D technology (1994 - 2020).
CPUs
PS2
- Clock frequency: 294 MHz, 299 MHz (later versions)
- Instruction set: MIPS III, MIPS IV subset, 107 vector instructions
- 2-issue, 2 64-bit fixed point units, 1 floating point unit, 6 stage pipeline
- Instruction cache: 16 KB, 2-way set associative
- Data cache: 8 KB, 2-way set associative
- Scratchpad RAM: 16 KB
- Translation look aside buffer: 48-entry combined instruction/data
- Vector processing unit: 4 FMAC units, 1 FDIV unit
- Vector processing unit registers: 128-bit wide, 32 entries
- Image processing unit: MPEG2 macroblock layer decoder
- Direct memory access: 10 channels
- VDD Voltage: 1.8 V
- Power consumption: 15 W at 1.8 V
- Embedded memory: 1 KB RAM, 4 KB FeRAM, 16 KB ROM[citation needed]
Xbox
- CPU: 32-bit 733 MHz, custom Intel Pentium III Coppermine-based processor in a Micro-PGA2 package (though soldered to the mainboard using BGA). 180 nm process.[1][2][3][4] It is essentially an Intel Celeron but with better cache performance.
- 133 MHz 64-bit GTL+ front-side bus (FSB) to GPU (1.06 GB/s bandwidth)[5]
- 32KB L1 cache. 128 KB on-die L2 cache
- SSE floating point SIMD. Four single-precision floating point numbers per clock cycle.
- MMX integer SIMD
GPUs
AMD
| Model | Launch | Code name and Architecture | Fab (nm) |
Transistors (million) |
Core config1,2,4 | Core clock (MHz) | Fillrate | Ray-tracing Performance | ML Performance | Memory | Bus interface | API compliance (version) | Processing power (GFLOPS) |
Architecture features | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MOperations/s | MPixels/s | MTexels/s | MTri/s | GRays/s (triangles) | GRays/s (voxels or boxes) | TOPS (INT8) | TOPS (INT4) | Size (MiB) | Clock (MHz) | RAM type | Bus width (bit) | Bandwidth (GB/s) | Direct3D | OpenGL | other | ||||||||||
| Flipper (GameCube) [6][7][8][9][10] |
September 14, 2001 | Flipper | NEC 180 nm[11] | 51[12] | 4(Pixel Pipelines):1(Vertex Pipeline):4:4 | 162 | 648 | 648 | 648 | 60 | - | - | - | - | 24 shared 16 shared 3 eDRA |
324 81 162 |
1T-SRAM SDRAM eDRAM |
64 8 512 |
3.2 1.6 12.8/9.63 |
Integrated | No | Unknown | Unknown | 9.4 | Fixed-function T&L, TEV register combiner |
| Xenos (Xbox 360)[13][14] | November 22, 2005 | Xenon Zephyr Opus Falcon Jasper Vejle Corona |
TSMC 90 nm 90 nm 65/80 nm 65/80 nm 65 nm[15] 45 nm[16] 45 nm |
232[17] | 240(48x5):16:8 | 500 | 240,000 | 4000 | 8000 | 500 | - | - | - | - | 512 (shared) 10 eDRAM |
700 500 |
GDDR3 eDRAM |
128 | 22.4 32 (GPU to daughter die) 256 (Daughter die ROP to eDRAM) |
9.0c+ | No | Unknown | 240 | Surface tessellation | |
| Hollywood (Wii)[18] | November 19, 2006 | Hollywood | NEC 90 nm | 4(Pixel Pipelines):1(Vertex Pipeline):4:4 | 243 | 972 | 972 | 972 | 70 | - | - | - | - | 24 shared 64 shared 3 eDRAM |
486 Unknown 243 |
1T-SRAM GDDR3 eDRAM |
64 Unknown 512 |
4.8 4 19.2/14.4 |
No | Unknown | Unknown | 14.1 | Fixed-function T&L, TEV register combiner | ||
| Latte (Wii U)[19] | November 18, 2012 | Latte | Renesas 45 nm | 160:16:8 | 550 | 176,000 | 4400 | 8800 | 366 | - | - | - | - | 2048 (shared) 32 eDRAM |
800 (1600 effective) 550 |
DDR3 eDRAM |
64 1024 |
12.8 70.4 |
No | Unknown | Unknown | 176 | |||
| Durango (Xbox One)[20] | November 22, 2013 | Durango (GCN based) | TSMC 28 nm (One S) 16 nm |
4,800[21] | 768:48:16 | 853, (One S) 914 |
1,310,208, (One S) 1,403,904 |
13,648, (One S) 14,624 |
40,944, (One S) 43,872 |
1300 | - | - | - | - | 8192 (shared) 32 eSRAM |
1066.5 (2133 effective) 1706 (3412 effective) |
DDR3 eSRAM |
68.3 218, 219 (One S) |
11.2[22] 12 |
No | Mantle technically possible | 1310.2, (One S) 1403.9 |
Tiled resources, (One S) Upscaled 4K HDR support | ||
| Liverpool (PlayStation 4)[23] | November 15, 2013 | Liverpool (GCN based) | TSMC 28 nm 16 nm |
1152:72:32 | 800 | 1,843,200 | 25,600 | 57,600 | 1707 | - | - | - | - | 8192 (shared) | 1375 (5500 effective) | GDDR5 | 256 | 176 | No | 4.2 | GNM, GNMX, PlayStation Shader Language, Mantle technically possible | 1843.2 | HDR possible (only 2K) | ||
| Neo (PlayStation 4 Pro)[24][25][26] | November 10, 2016 | Ellesmere GCN 4 | TSMC 16 nm | 5,700 | 2304:144:32 | 911 | 4,197,888 | 29,152 | 131,200 | 3078 | - | - | - | - | 1700 (6800 effective) | 217.6 | No | 4.2 (4.5) | 4197.8 | 4K HDR possible, Full Compatible PS4 mode with reduced power consumption | |||||
| Scorpio Engine (Xbox One X)[27][28] | November 7, 2017 | Jaguar | 6,600[21] | 2560:160:32 | 1172 | 6,000,640 | 37,504 [29] | 187,520 | 4400 | - | - | - | - | 12288 (shared) | 384 | 326.4 | 11.2 12 |
No | Unknown | 6000.6 | 4K HDR support, supersampling | ||||
| Lockhart (Xbox Series S) | November 10, 2020 | Project Lockhart
RDNA 2 |
TSMC 7 nm | 8,000 | 1280:80:32:20 | 1565 | FP32: 4,006,400
FP16: 8,012,800 |
50,080 | 125,200 | 2400 | 31.3 | 125.2 | 16 | 32 | 8,192 (GPU) + 2,048 (shared) + Infinity Cache ??? MB | 1750 | GDDR6 | 128 | 224(GPU) + 56(Standard) + ??? (Infinity Cache) | 12U | No | ? | FP32: 4006
FP16: 8013 |
DirectX Raytracing, DirectML, 4K HDR support, Variable Refresh Rate, 120 Hz support | |
| Scarlett (Xbox Series X)[21] | Project Scarlett
RDNA 2 |
15,300 | 3328:208:64:52 | 1825 | FP32: 12,147,200
FP16: 24,294,400 |
116,800 | 379,600 | 7300 | 94.9 | 379.6 | 48.5 | 97 | 10,240 (GPU) + 6,124 (shared) + Infinity Cache ??? MB | 320 | 560(GPU) + 336(Standard) + ??? (Infinity Cache) | No | FP32: 12147.2
FP16: 24294.4 |
DirectX Raytracing, DirectML, 8K HDR support, Variable Refresh Rate, 120 Hz support [30] | |||||||
| Oberon (PlayStation 5) | November 12, 2020 | Oberon
RDNA 2 |
? | 2304:144:64:36 | 2233 (Variable/Continuous Boost) | FP32: 10,289,664 (Boost)
FP16: 20,579,328 (Boost) |
142,912 (Boost) | 321,552 (Boost) | 6200 (Boost) | 80.4 (Boost) | 321.5 (Boost) | - | - | 16,384 (shared)
+ Infinity Cache ??? MB |
256 | 448 + ??? (Infinity Cache) | No | 4.6 | ? | FP32: 10289.6 (Boost)
FP16: 20579.2 (Boost) |
8K HDR support, 120 Hz support, Raytracing | ||||
| Model | Launch | Code name and Architecture | Fab (nm) |
Transistors (million) |
Core config1,2,4 | Core clock (MHz) | Million Operations/s | Million Pixels/a | MTexels/s | MTri/s | GRays/s (triangles) | GRays/s (voxels or boxes) | TOPS (INT8) | TOPS (INT4) | Size (MiB) | Clock (MHz) | RAM type | Bus width (bit) | Bandwidth (GB/s) | Bus interface | Direct3D | OpenGL | Other | Processing power (GFLOPS) |
Architecture features |
| Fillrate | Ray-tracing Performance | ML Performance | Memory | API compliance (version) | |||||||||||||||||||||
1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units
2 Unified shaders : Texture mapping units : Render output units
4 Unified shaders : Texture mapping units : Render output units : RT Cores
3 12.8 GB/s texture bandwidth. 9.6 GB/s framebuffer and Z-buffer bandwidth.
- The Latte looks similar to the RV730 used in the Radeon HD4650/4670.[31] Although It's an even closer possibly exact specification match to the HD5550 as it has exactly the same clock, number of Shaders, Texture mapping units & Render Outputs[32]
NVIDIA
| Model | Launch | Code name | Fab (nm) | Bus interface | Core clock (MHz) | Memory clock (MHz) | Core config1,2 | Fillrate | Memory | Processing power (GFLOPS)3 | API support | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MOperations/s | MPixels/s | MTexels/s | MVertices/s | Size (MB) | Bandwidth (GB/s) | Bus type | Bus width (bit) | Single precision | Direct3D | OpenGL | Other | ||||||||
| XGPU (Xbox)[5][33] | November 15, 2001 | NV2A | TSMC 150 nm | Integrated | 233 | 200 | 4:2:8:4 | 932 | 932 | 1864 | 116.5 | 64 | 5.34 | DDR | 128 | 19.6 | 8.1 | 1.4 | N/A |
| RSX (PS3)[34][35][36] | November 11, 2006 | G70 | Sony 90/65/40 nm | FlexIO | 500, 550 (Pixel Shaders) | 650 | 24:8:24:8 | 13200 | 4000 | 12000 | 1230 | 256 256 |
20.8 20 (read), 15 (write) |
GDDR3 XDR |
128 | 251.2 | N/A | ES 1.1 w/Cg | |
| NX-SoC (Nintendo Switch)[37][38] | March 3, 2017 | GM20B | TSMC 20/16 nm | Integrated | 307-384 (Undocked) 768 (Docked, Max clockspeed) |
1333 1600 |
256:16:16 | 157000 196000 393000 |
4400 5500 11000 |
4900 6200 12300 |
N/A | 4096 | 25.6 | LPDDR4 | 64 | 157 196 393 |
4.5[39] ES 3.2[40] |
Vulkan 1.0[41] NVN[37] | |
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
- 2 Unified shaders: Texture mapping units : Render output units
References
- ↑ "Microsoft announces X-BOX". 2000-04-07. Archived from the original on 2000-04-07. Retrieved 2020-08-14. Unknown parameter
|url-status=ignored (help) - ↑ "xbox.com || hardware || consoles || xbox video game system". 2001-10-06. Archived from the original on 2001-10-06. Retrieved 2020-08-14. Unknown parameter
|url-status=ignored (help) - ↑ XBox Specs - IGN, 2001-10-02, retrieved 2020-08-14
- ↑ "CES 2001: Microsoft Unveils the Xbox Console". GameSpot. 2001-01-06. Retrieved 2020-08-14.
- ↑ 5.0 5.1 "Hardware Behind the Consoles: Microsoft's Xbox". Anandtech. 2001-11-21. Archived from the original on 2016-06-27. Retrieved 2017-05-20. Unknown parameter
|url-status=ignored (help) - ↑ GameCube vs. Xbox: Part Deux Archived 2011-06-07 at the Wayback Machine, ExtremeTech. Retrieved July 9, 2007.
- ↑ IGN Staff (January 17, 2001). "GameCube 101: Graphics". IGN. Archived from the original on November 6, 2015. Retrieved November 22, 2015. Unknown parameter
|url-status=ignored (help) - ↑ "DCTP - Nintendo's Gamecube Technical Overview". Segatech.com. Archived from the original on December 31, 2015. Retrieved November 22, 2015. Unknown parameter
|url-status=ignored (help) - ↑ GameCube clears path for game developers Archived 2017-02-16 at the Wayback Machine, EE Times, 5/16/2001
- ↑ "cube.ign.com: X-ing Things Out". Web.archive.org. Archived from the original on January 23, 2001. Retrieved November 22, 2015. Unknown parameter
|url-status=ignored (help) - ↑ "Technical data: Nintendo GameCube". Nintendo of Europe GmbH. Nintendo. Retrieved 20 November 2019.
- ↑ "NVIDIA GeForce 7800 GTX GPU Review". PC Perspective. 22 June 2005. Retrieved 18 June 2019.
- ↑ Baumann, Dave. ATI Xenos: Xbox 360 Graphics Demystified Archived 2012-03-01 at the Wayback Machine, Beyond3D, June 13, 2005.
- ↑ International, GamesIndustry (14 July 2005). "TSMC to manufacture X360 GPU". Eurogamer. Retrieved 22 August 2006.
- ↑ "Jasper Is Here: A Look at the New Xbox 360". Archived from the original on 2017-06-20. Retrieved 2017-05-19. Unknown parameter
|url-status=ignored (help) - ↑ "Welcome to Valhalla: Inside the New 250GB Xbox 360 Slim". Archived from the original on 2010-06-20. Retrieved 2017-05-19. Unknown parameter
|url-status=ignored (help) - ↑ "ATI Xenos GPU Specs". TechPowerUp. Retrieved 21 June 2019.
- ↑ "ATI Wii GPU". Techpowerup.com. Archived from the original on 2016-06-22. Retrieved 2016-06-09. Unknown parameter
|url-status=ignored (help) - ↑ "AMD Wii U GPU". Techpowerup.com. Archived from the original on 2016-06-22. Retrieved 2016-06-09. Unknown parameter
|url-status=ignored (help) - ↑ "AMD Xbox One GPU". Techpowerup.com. Archived from the original on 2016-06-30. Retrieved 2016-06-09. Unknown parameter
|url-status=ignored (help) - ↑ 21.0 21.1 21.2 Kan, Michael (18 August 2020). "Xbox Series X May Give Your Wallet a Workout Due to High Chip Manufacturing Costs". PCMag. Retrieved 5 September 2020.
- ↑ Hagedoorn, Hilbert (July 1, 2013). "MS now Confirms DirectX 11.2 is a Windows 8.1 Exclusive". The Guru of 3D. Archived from the original on July 4, 2013. Retrieved July 1, 2013. Unknown parameter
|url-status=ignored (help) - ↑ "AMD PlayStation 4 GPU". Techpowerup.com. Archived from the original on 2016-06-30. Retrieved 2016-06-09. Unknown parameter
|url-status=ignored (help) - ↑ Walton, Mark (10 August 2016). "PS4 Neo: Sony confirms PlayStation event for September 7". Ars Technica. Archived from the original on 10 August 2016. Retrieved 10 August 2016. Unknown parameter
|url-status=ignored (help) - ↑ Walton, Mark (19 April 2016). "Sony PS4K is codenamed NEO, features upgraded CPU, GPU, RAM—report". Ars Technica. Archived from the original on 14 August 2016. Retrieved 10 August 2016. Unknown parameter
|url-status=ignored (help) - ↑ Smith, Ryan (8 September 2016). "Analyzing Sony's Playstation 4 Pro Hardware Reveal: What Lies Beneath". Anandtech.com. Archived from the original on 9 September 2016. Retrieved 8 September 2016. Unknown parameter
|url-status=ignored (help) - ↑ Leadbetter, Richard (6 April 2017). "Inside the next Xbox: Project Scorpio tech revealed". Eurogamer. Archived from the original on 2017-04-06. Retrieved 7 April 2017. Unknown parameter
|url-status=ignored (help) - ↑ Leadbetter, Richard (6 April 2017). "Project Scorpio Exclusive: Final Specs Revealed!". Eurogamer. Archived from the original on 7 April 2017. Retrieved 7 April 2017. Unknown parameter
|url-status=ignored (help) - ↑ Cutress, Ian. "Hot Chips: Microsoft Xbox One X Scorpio Engine Live Blog (9:30am PT, 4:30pm UTC)". Anandtech.com. Archived from the original on 2018-05-26. Retrieved 2018-05-26. Unknown parameter
|url-status=ignored (help) - ↑ Cutress, Dr Ian. "Hot Chips 2020 Live Blog: Microsoft Xbox Series X System Architecture (6:00pm PT)". www.anandtech.com. Archived from the original on 2020-09-17. Retrieved 2020-11-05.
- ↑ Leadbetter, Richard (2013-02-05). "Wii U graphics power finally revealed • Articles •". Eurogamer.net. Archived from the original on 2013-10-30. Retrieved 2013-11-10. Unknown parameter
|url-status=ignored (help) - ↑ "ATI Radeon HD 5550 Graphics". Amd.com. Archived from the original on 2013-11-05. Retrieved 2013-11-10. Unknown parameter
|url-status=ignored (help) - ↑ Smith, Tony (14 February 2001). "TSMC starts fabbing Nvidia Xbox chips". The Register. Retrieved 20 November 2019.
- ↑ "PLAYSTATION 3のグラフィックスエンジンRSX". Archived from the original on 2016-09-17. Retrieved 2016-10-07. Unknown parameter
|url-status=ignored (help) - ↑ "NVIDIA Playstation 3 RSX 65nm Specs". TechPowerUp. Retrieved 21 June 2019.
- ↑ "PS3 Graphics Chip Goes 65nm in Fall". Edge Online. 2008-06-26. Archived from the original on 2008-07-25. Unknown parameter
|url-status=ignored (help) - ↑ 37.0 37.1 "NVIDIA Technology Powers New Home Gaming System, Nintendo Switch". Archived from the original on 2017-05-18. Retrieved 2017-05-17. Unknown parameter
|url-status=ignored (help) - ↑ Quilty, John (June 28, 2019). "New Report Details Potential Hardware For Nintendo Switch Revision". TechRaptor. Retrieved 20 November 2019.
- ↑ "Khronos Products - OpenGL". Archived from the original on 2017-01-28. Retrieved 2017-06-11. Unknown parameter
|url-status=ignored (help) - ↑ "Khronos Products - OpenGL ES". Archived from the original on 2017-01-28. Retrieved 2017-06-11. Unknown parameter
|url-status=ignored (help) - ↑ "Khronos Products - Vulkan". Archived from the original on 2017-01-28. Retrieved 2017-06-11. Unknown parameter
|url-status=ignored (help)
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