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Xbox 360 - zvanična specifikacija

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bkaradzic
Branimir Karadžić
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icon Xbox 360 - zvanična specifikacija13.05.2005. u 03:45 - pre 230 meseci
Custom IBM PowerPC-based CPU
- 3 symmetrical cores running at 3.2 GHz each
- 2 hardware threads per core; 6 hardware threads total
- 1 VMX-128 vector unit per core; 3 total
- 128 VMX-128 registers per hardware thread
- 1 MB L2 cache

CPU Game Math Performance
- 9 billion dot product operations per second

Custom ATI Graphics Processor
- 500 MHz
- 10 MB embedded DRAM
- 48-way parallel floating-point dynamically-scheduled shader pipelines
- Unified shader architecture

Polygon Performance
- 500 million triangles per second

Pixel Fill Rate
- 16 gigasamples per second fillrate using 4X MSAA

Shader Performance
- 48 billion shader operations per second

Memory
- 512 MB GDDR3 RAM
- 700 MHz DDR
- Unified memory architecture

Memory Bandwidth
- 22.4 MB/s memory interface bus bandwidth
- 256 GB/s memory bandwidth to EDRAM
- 21.6 GB/s front-side bus

Overall System Floating-Point Performance
- 1 TFLOP

Storage
- Detachable and upgradeable 20 GB hard drive
- 12X dual-layer DVD-ROM
- Memory unit support starting at 64 MB

I/O
- Support for up to 4 wireless game controllers
- 3 USB 2.0 ports
- 2 memory unit slots

Optimized for Online
- Instant, out-of-the-box access to Xbox Live features, including Xbox Live Marketplace for downloadable content, Gamer Profile for digital identity and voice chat to talk to friends while playing games, watching movies or listening to music
- Built in Ethernet Port
- Wi-Fi Ready: 802.11 A, B and G
- Video Camera Ready

Digital Media Support
- Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
- Stream media from portable music devices, digital cameras, Windows XP PCs
- Rip music to Xbox 360 hard drive
- Custom playlists in every game
- Windows Media Center Extender built in
- Interactive, full screen 3D visualizers

HD Game Support
- All games supported at 16:9, 720p and 1080i, anti-aliasing
- Standard definition and high definition video output supported

Audio
- Multichannel surround sound output
- Supports 48 KHz 16-bit audio
- 320 independent decompression channels
- 32-bit audio processing
- Over 256 audio channels

System Orientation
- Stands vertically or horizontally

Customizable Face Plates
- Interchangeable to personalize the console



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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 03:47 - pre 230 meseci


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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 05:07 - pre 230 meseci
Poređenje Xbox i Xbox 360.

CPU
Intel 733MHz Pentium III; one hardware thread
Custom-designed IBM PowerPC-based CPU with 3 Symmetrical cores
running at 3.2 GHz each; 2 hardware threads per core and 6 hardware
threads total


CPU Floating Point Performance
1.466 GFLOPS
115.2 GFLOPS

Graphics Processor
233 MHz custom-designed chip, developed by Microsoft and nVidia
500 MHz custom-designed chip, developed by Microsoft and ATI

Total Memory
64MB
512MB GDDR3 RAM

Memory Bandwidth
- Main Memory: 6.4GB/sec
- EDRAM rendering memory: N/A
- Front Side Bus: 1 GB/s

- Main Memory: 22.4GB/sec
- EDRAM rendering memory: 256GB/sec
- Front Side Bus: 21.6 GB/sec


Polygon Performance
116.5 M/sec
500 M/sec

Simultaneous Textures
4
16

Pixel Fill Rate
3.7 G/Sec
16 G/Sec

Compressed Textures
Yes (6:1)
Yes, DXT1-5 + other more special purpose (including normal
compression)


Built in Hard Disk
Yes
Detachable, upgradeable hard disk

I/O
- Game controller x4
- Ethernet (10/100)

- Wireless Game controller x4
- 3 USB 2.0 ports
- 2 memory unit slots


Audio Channels
256
More than 256

3D Audio Support in Hardware
Yes
Yes

Dolby(r) Digital 5.1 Surround Sound
Yes
Yes

Parental Control
Yes
Yes

Broadband enabled
Yes
Yes, Optimized for Online:
- Instant, FREE access to Xbox Live features, including Xbox Live
Marketplace for downloadable content, Gamer Profile for digital
identity and Party Chat to talk to friends while playing games,
watching movies or listening to music
- Built in Ethernet Port
- Wi-Fi Ready: 802.11 A, B and G
- Video Camera Ready


DVD Movie playback
- Remote control accessory required
- Yes, built-in progressive scan

HDTV Game support
Yes
Yes

Maximum resolution
1920x1080
1920x1080

US Launch Date
November 2001
Holiday 2005

 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 05:15 - pre 230 meseci
Zvaničan link:
http://www.xbox360.com

Xbox 360 Fact Sheet
http://www.xbox.com/en-US/xbox360/factsheet.htm

Igre:
http://www.xbox.com/en-US/xbox360/games.htm

 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 07:09 - pre 230 meseci
Još malo hype za one sa bržim linkom... Xbox 360 trailer (video stream), traje oko 5 minuta.


 
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Mitrović Srđan
bloodzero
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 11:44 - pre 230 meseci
AJoj brate :).Koliko li ce ovo zadovoljstvo da kosta.Iskreno iznenadilo me da je M$
koristio PPC.Odusevljava me sto je ipak ATI in box.
Tony Melendez:
http://video.google.com/videoplay?docid=-
3819862628517136815&q=tony+melendez

NIKADA NE UZIMATI HOSTING NA GO DADDY!


 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija13.05.2005. u 18:22 - pre 230 meseci
Pa koštaće minimalno $300 (to je standard cena za nove konzole), mada se priča o većoj ceni (mislim da neće biti više od $500).

 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija14.05.2005. u 18:40 - pre 230 meseci
Evo i razvodnjena skraćena vest, pojačana grešaka o Xbox 360 iz Mikro-a:
Citat:
Za razliku od prvog Xboxa, novi model je bolje dizajniran i, što je najbitnije, hardverski pojačan. Sistem je zasnovan na IBM-ovom procesoru na 3.2 GHz, sa 512 MB GDDR3 radne memorije, a za grafiku je zadužen ATI-jev čip na 500 MHZ sa 10 MB memorije.

http://www.mikro.co.yu/mkvesti/prikaz.php?broj=7037

Bolji opis sa Bug.hr:
Citat:
Evo konkretnih specifikacija: procesor koji sve pogoni je posebna verzija IBM-ovog PowerPC-a na 3,2 GHz koji se sastoji od tri simetrične jezgre. Svaka od jezgri podržava hardverski dvije dretve, tako da je hardverski podržano šest dretvi. Svaka jezgra sadrži i vektorski procesor VMX-128 sa ukupno 128 registara VMX 128 za svaku dretvu. Na procesoru se nalazi ugrađeno i 1 MB L2 cachea.

http://www.bug.hr/vijesti/?id=64062

 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija15.05.2005. u 03:38 - pre 230 meseci
Xbox 360 prototipi:
http://www.hellogamer.com/2005/05/13/xbox-360-prototypes/

 
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Mitrović Srđan
bloodzero
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icon Re: Xbox 360 - zvanična specifikacija15.05.2005. u 21:50 - pre 230 meseci
pogledajte ovo

http://www.jeux-france.com/blog_Sharku_5
http://www.jeux-france.com/blog_Sharku_5

znaci blog sa tonama screensa ja ne verujem da je ovo real time rendering mislim
izgleda nezna se :>
Tony Melendez:
http://video.google.com/videoplay?docid=-
3819862628517136815&q=tony+melendez

NIKADA NE UZIMATI HOSTING NA GO DADDY!


 
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bkaradzic
Branimir Karadžić
ArenaNet
Seattle, WA

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icon Re: Xbox 360 - zvanična specifikacija16.05.2005. u 18:58 - pre 230 meseci
Citat:
blood: znaci blog sa tonama screensa ja ne verujem da je ovo real time rendering mislim izgleda nezna se :>

Jeste real-time... Više nije toliko problem snaga procesora ili GPU, nego memorija i organizacija/finansiranje kako kreirati toliku količinu grafike koju moderni sistemi mogu da prikazuju u real-time-u. ;)

Nadam se da će sve te najavljene igre biti playabilne na E3 u sredu.

Inače danas će biti i više zvaničnih informacija o PS3.

 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija27.05.2005. u 22:47 - pre 230 meseci
Citat:
In an interview with financial website TheStreet.com, Microsoft corporate vice president J Allard has been quoted as saying that the Xbox 360 will launch at a price roughly equivalent to the $299 launch price of the original Xbox, saying that the price would “be in the neighborhood” of $300.
http://www.gamasutra.com/php-bin/news_index.php?story=5587

 
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bkaradzic
Branimir Karadžić
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67.151.201.*

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icon Re: Xbox 360 - zvanična specifikacija06.06.2005. u 18:42 - pre 229 meseci
Citat:
Microsoft Corp. plans a hefty subsidy on its next generation gaming console, the Xbox 360, when it hits store shelves this fall, according to industry estimates. The company provided little financial information when it unveiled the device last month, but Patrick Parr and Martin Cecchetto, analysts at UBS Securities LLC, expect Microsoft will pay its manufacturing partners about $375 (U.S.) a unit and sell them to consumers for $299.

http://www.theglobeandmail.com...4-8/TPBusiness/?query=Xbox+360

 
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NastyBoy
Bojan Nastic
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icon Re: Xbox 360 - zvanična specifikacija15.06.2005. u 11:52 - pre 229 meseci
ATI Xenos: XBOX 360 Graphics Demystified

http://www.beyond3d.com/articles/xenos/
 
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bkaradzic
Branimir Karadžić
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icon Re: Xbox 360 - zvanična specifikacija07.09.2005. u 18:25 - pre 226 meseci
Citat:
Unsigned Xbox 360 Developer Best Practices

Developers who are interested in writing games for Xbox 360 can be productive without having an Xbox 360 development kit. This paper describes hardware and software that can be used to emulate Xbox 360. It also includes recommendations for programmers wanting to get a head start on Xbox 360 development.

Hardware

The Xbox 360 console is composed of a PowerPC-based triple-core CPU and a custom ATI graphics processor. Neither of these processors is available in standard PC-based hardware. We recommend the following system for emulating Xbox 360 using a PC:

• Microsoft Windows® XP
• PC with multiple hardware threads (hyperthreads) or multiple independent CPU cores
• ATI graphics card with support for High Level Shading Language (HLSL) shader model 3.0 (when available)
• Widescreen HDTV monitor

Software

Xbox 360 games are programmed using the Microsoft® Visual Studio® development system. The Xbox 360 development kit (XDK) supports development using either C or C++. We recommend the following software for writing Xbox 360 code using a PC:

• Microsoft Visual Studio 2005 or Visual Studio .NET 2003
• Direct3D 9.0 Software Development Kit
• Microsoft Cross-Platform Audio Creation Tool (XACT)

Xbox 360 Programming Recommendations

Developing for Xbox 360 has many similarities to writing games for other consoles, as well as some unique qualities. Following is a list of best practices for creating games for Xbox 360.

General Programming

• Multithread your game engine. Single-threaded games use only a third of the potential processing power of the system.
- Prefer using native Windows thread APIs and synchronization primitives. Xbox 360 supports similar APIs.
- A simple architecture for multithreading on Xbox 360 uses one thread for world updates and another thread for graphics processing. An additional CPU core can be used for audio, decompression, geometry generation or other game tasks.
- Another way to utilize additional cores is with OpenMP. OpenMP is supported in Visual Studio 2005.
• Ensure your game memory footprint fits within 512 MB. Xbox 360 does not have hard disk paging like Windows.
• Access memory carefully. As is typical with high-performance CPUs, memory latency can be a significant bottleneck.
- Optimize for the L2 cache. Xbox 360 has a 1MB L2 cache. Think of RAM as a fast hard drive rather than as infinitely fast memory.
- Avoid walking linked-lists or any other data structure that has nodes spread across memory. Avoid walking any large data structure more than once per frame. Prefer contiguous data structures, like arrays.
• Prefer calculating data to loading it. The Xbox 360 CPU is a mathematical monster. Avoid code that’s special-cased to skip heavy duty math. In particular, avoid floating-point comparisons and avoid converting or casting data from int to float or vice-versa.
• For best performance, prefer native Windows functions to C runtime functions. For instance, prefer ReadFile over fread.
• Delay low-level engine tuning until you have an official Xbox 360 development kit. Over-optimizing can be counterproductive, but on the other hand, plan to spend time optimizing for the platform once you have a development kit. Xbox 360 has a ton of power, and time spent on optimization can have a huge impact on your game’s performance.

Graphics

• Target the Direct3D 9.0 interface. This interface forms the basis of the Xbox 360 graphics API.
• Don’t rely heavily on Direct3DX (D3DX). D3DX utility functions are not tuned for Xbox 360—there are almost always faster ways to accomplish the same task.
• Support a 16:9 widescreen aspect ratio. Support a minimum frame buffer size of 1280 × 720.
• Use HLSL for shaders. The Xbox 360 GPU has an extremely efficient shader architecture. HLSL shader model 3.0 programming is the right way to harness the GPU.
• Using a Z-only pass to build the Z-buffer is a technique that works well on Xbox 360.
• Avoid using the fixed-function pipeline. It is not supported on Xbox 360. Use custom shaders instead.
• Use PIX, a performance-analyzing tool for game and graphics tuning. PIX is available in the DirectX SDK.

Audio

• Use XACT. XACT is the preferred way of creating and playing audio content on both PC and Xbox.
• Source material should be sampled at a minimum rate of 48KHz. Author dry source and plan for real-time effects.
• XMA is the native audio format for Xbox 360. Plan to take advantage of surround sound and XMA compression.

Networking/Live

• Use basic sockets or Winsock for network programming. Xbox Live libraries are currently available only in conjunction with the XDK.
• Prefer UDP as the network protocol for most games.
• Plan for voice chat within your game. Architect your network engine with the assumption that you will send voice data as well as game data.

Content

• Update your content pipeline to support big-endian hardware. Intel-based PCs are little-endian, while Xbox 360 is big-endian. We recommend that all content on the Xbox 360 game disc be in big-endian format for best performance.
• Ensure the game art pipeline supports features like vertex compression, texture compression, and triangle stripping.
• Consider DirectX effects (DX effects), commonly authored using .FX files. A modified version of DX effects are supported on Xbox 360.

General Console Programming Recommendations

Developing console games is very different from writing PC games. With this in mind, the following list provides some general recommendations for making an effective console game.

• Design for controller input, not for keyboard & mouse input. Console players press simple buttons—they don’t move the mouse or tap a keyboard.
• Design for the ten-foot experience. Use fonts that are readable on televisions. Use simple menus; avoid long scrolling lists.
• Consider using a television as an output device during development. PC-to-TV video adaptors are widely available.
• Minimize load times. Console games don’t install to a hard drive—they run directly from the game disc, so using the game disc effectively is important. Plan to stream data from the disc throughout the game, plan to compress game data, and offload decompression to a separate thread. Consider replicating data to avoid unnecessary seeking.
• Don’t assume the console player has a memory unit or that the hard drive is always attached. A game should have playable modes even if the detachable drive is removed.
• Be aware of the title-safe region on televisions—that is, avoid displaying critical UI elements or text in the outer edges of the screen.

References

Xbox 360 system specifications: http://www.xbox.com/en-US/xbox360/factsheet.htm

Xbox 360 consumer site: http://www.xbox360.com/

Visual Studio: http://msdn.microsoft.com/visualc/

DirectX Software Development Kit: http://msdn.microsoft.com/directx/

XACT for Windows is currently in beta. You can apply for the beta at http://beta.microsoft.com/ using the Guest ID: XACTBeta.

OpenMP: http://www.openmp.org/

www.xbox.com/assets/en-us/down...xbox360/Xbox360Preparation.doc


[Ovu poruku je menjao bkaradzic dana 07.09.2005. u 19:38 GMT+1]
 
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Reljam
Relja Markovic
San Francisco

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icon Re: Xbox 360 - zvanična specifikacija08.09.2005. u 05:13 - pre 226 meseci
Citat:
bkaradzicHDTV Game support
Xbox: Yes
Xbox360: Yes

Maximum resolution
Xbox: 1920x1080
Xbox360: 1920x1080
Pri cemu ovog puta Xbox stvarno moze da tera igre u HD, a ne kao prosli put :)
 
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WalterWhite

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icon Re: Xbox 360 - zvanična specifikacija19.09.2013. u 09:22 - pre 128 meseci
Pozdrav svima,

uf ako je ovde neko ziv svaka mu cast :D
Ja imam jedan "problemcic" i ne znam gde da se obratim, tj u kojoj temi, ako ta tema uopste postoji zato vas sve molim da mi ili pomognete u resavanju problema ili makar da me uputite na pravu temu.
Naime, ne znam oko kojeg xbox 360 da se odlucim, uzeo bih polovan, ALI ODMAH DA BUDE JASNO, SAMO ZBOG GTA 5 KOJI JE SAD IZASAO I NICEGA VISE!!
Zato necu da dajem neke pare, ako me razumete :)
Nasao sam dva, oba po oko 5000 dinara.

(Kopiracu opis koji su mi oba prodavca dostavila)

Prvi:

Xbox 360 debeli (flesovan) sa napajanjem. Nema hdmi izlaz.
Recite ako treba jos nesto da znam odnosno da pitam, poslacu poruku prodavcu.

Drugi:

Xbox 360 debeli je ispravan, radio je demo sa igricom sat vremena (nemam dzoistik da bi je igrao).
Konzola je stigla iz Svajcarske, ima pozadi tragove otvaranja. Ja je nisam otvarao. Godiste je 2007.
Recite ako treba jos nesto da pitam.
-------------------------------------------------------------------------------------------------------------

Znaci da rezimiram, oba su ispravna, rade, razlike su sledece, prvi nema HDMI, drugi ima, prvi je flesovan, drugi ne.
Oba ne dolaze sa dzojsticima i nikakvim kabelima, u to jos treba uloziti koji dinar.
Sto se prvog tice da li taj nedostatak HDMI dosta znaci? Ili mogu nabaviti samo konverter i kraj price, ili to bas nije moguce? Da li drugi posto nije flesovan ispadne skupo flesovanje? Jer novi GTA 5 original je 6000, mislim razumete me :)

Sta ciniti? :)

Hvala!


 
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[es] :: GameDev - Razvoj Igara :: Xbox 360 - zvanična specifikacija

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