Xbox in the test: Microsoft dares to revolt against Sony

Xbox in the test: Microsoft dares to revolt against Sony

Storage architecture

During the development of the Xbox, in addition to the supposedly slow processor, the Unified Memory Architecture (UMA), the memory architecture of the Xbox , criticized. 64 MegaByte 128bit DDR RAM didn't seem like much to many anyway, and the fact that this memory has to be shared by all the console components made many people doubt it. The memory is certainly not particularly generous, which may be due to the price of DDR 400 memory.


On the other hand, the Xbox masters advanced compression methods that Condense texture and vertex data by up to 600%. In addition, the 'recycling' already described should not only reduce the required bandwidth, but of course also the storage requirement, as well as the increased use of rounded surfaces. In addition to the CPU and FSB, the size of the memory cannot be described as a weakness of the box. Stay one morecritical point in the memory architecture: The actual limits of the Xbox could most likely be reached with the memory bandwidth between graphics chip and RAM. At least the 200MHz memory clock, double data rate and 128 bit depth at 8 bit per byte (200Mhz * 2 * 128/8) result in the decent bandwidth of 6400MB/s, i.e. 6.4GB/s, which is a GeForce 3 Ti200 corresponds. That this is sufficient speaks on the one hand that the resolution of televisions and thus consoles will remain largely limited to 640x480x32bit in the near future, on the other hand, various features of the Xbox Graphics Processing Unit ensure this.

On the next page: XGPU