Xbox technical specifications

The Xbox technical specifications describe the various components of the Xbox video game console.

The top of the Xbox, disassembled. It uses a standard DVD-ROM and Hard-disk drive via Parallel ATA.

Central processing unit

Memory

  • Shared graphics memory sub-system
    • 64 MB DDR SDRAM at 200 MHz; in dual-channel 128-bit configuration giving 6400 MB/s (6.4 GB/s)[5]
      • Maximum of 1.06 GB/s bandwidth accessible by CPU FSB
      • Theoretical 5.34 GB/s bandwidth shared by rest of the system
    • Supplied by Hynix or Samsung depending on manufacture date and location

Graphics processing unit

The Xbox motherboard.
  • GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and Nvidia and essentially a variant of Geforce 3 chips.
    • Floating-point performance: 20 GFLOPS
    • Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
    • 4 pixel pipelines with 2 texture units each
    • Peak fillrate:
      • Rendering fillrate: 932 megapixels/second (233 MHz × 4 pipelines)
      • Texture fillrate: 1,864 megatexels/second (932 MP × 2 texture units)
    • Realistic fillrate:
      • Rendering fillrate: 250–700 megapixels/second, with Z-buffering, fogging, alpha blending and texture mapping[6]
      • Texture fillrate: 500–1400 megatexels/second (250-700 MP × 2 texture units)
    • Peak triangle performance: 29,125,000 32-pixel triangles/s, raw or with 2 textures and lighting (32-pixel divided from peak fillrate)
      • 485,416 triangles per frame at 60 frame/s
      • 970,833 triangles per frame at 30 frame/s
    • Realistic triangle performance: 7,812,500–21,875,000 32-pixel triangles/s, with 2 textures, lighting, Z-buffering, fogging and alpha blending (32-pixel divided from realistic fillrate)
      • 130,208–364,583 triangles per frame at 60 frame/s
      • 260,416–729,166 triangles per frame at 30 frame/s
    • 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
    • Bilinear, trilinear, and anisotropic texture filtering
    • Performance lies between a Geforce 3 Series GPU and a Geforce 4 Series GPU. This is due to the added vertex shader present on the ASIC, thus doubling the vertex output compared to Geforce 3 ASICs. Clock speed is the same as the original Geforce 3 series GPU (200mhz) thus slower than Geforce 4 series starting at 250mhz.[7]

Storage

Audio

Connectivity

The Xbox has a standard AC in, A/V connector and Ethernet port.

Physical specifications

  • Weight: 3.86 kg (8.5 lb)
  • Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in)[8]

See also

References

  1. "Microsoft announces X-BOX". 2000-04-07. Archived from the original on 2000-04-07. Retrieved 2020-08-14.
  2. "xbox.com || hardware || consoles || xbox video game system". 2001-10-06. Archived from the original on 2001-10-06. Retrieved 2020-08-14.
  3. XBox Specs - IGN, 2001-10-02, retrieved 2020-08-14
  4. "CES 2001: Microsoft Unveils the Xbox Console". GameSpot. 2001-01-06. Retrieved 2020-08-14.
  5. "Hardware Behind the Consoles: Microsoft's Xbox". Anandtech. 2001-11-21. Archived from the original on 2016-06-27. Retrieved 2017-05-20.
  6. Graphics Processor Specifications, IGN, 2001
  7. "Hardware Behind the Consoles - Part I: Microsoft's Xbox - The X-IGP". Anandtech.com. 2001-11-21. Retrieved 2010-11-11.
  8. Original Xbox Technical Specifications Archived October 10, 2010, at the Wayback Machine
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