Divím se, že tu ještě není téma o R500. Končeně jsem našel první článek, který se zaměřuje pouze na čip a ne na celou konzoli. Můžu vřele doporučit:
http://www.techreport.com/etc/2005q2...u/index.x?pg=1
Oproti tomuhle se zdá být i R520 ořezávátko![]()
A definitivně (?) vyřešený FSAA:On chip, the shaders are organized in three SIMD engines with 16 processors per unit, for a total of 48 shaders. Each of these shaders is comprised of four ALUs that can execute a single operation per cycle, so that each shader unit can execute four floating-point ops per cycle.
A http://features.teamxbox.com tvrdí následujícíBasically, there's a 10MB pool of embedded DRAM, designed by NEC, in the center of the die. Around the outside is a ring of logic designed by ATI. This logic is made up of 192 component processors capable of doing the basic math necessary for multisampled antialiasing. If I have it right, the component processors should be able to process 32 pixels at once by operating on six components per pixel: red, green, blue, alpha, stencil, and depth. This logic can do the resolve pass for multisample antialiasing right there on the eDRAM die, giving the Xbox 360 the ability to do 4X antialiasing on a high-definition (1280x76image essentially for "free"—i.e., with no appreciable performance penalty.
But a graphics chip from ATI that incorporates all the technologies seen in the Xbox 360 graphics subsystem may not arrive until 2006, early 2007. That graphic processor, a so called R600, will be the generation after the R520 and is supposed to be the first GPU to take full advantage of Longhorn’s WGF 2.0 features and finally incorporate the other fundamental aspect of the Xbox 360 GPU: the embedded DRAM."