The Xbox technical specifications describe the various components of the Xbox video game console.
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.133 MHz 64-bit GTL+ front-side bus (FSB) to GPU (1.06 GB/s bandwidth)
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
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)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
GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and Nvidia.
Floating-point performance: 5.8 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: 1864 megatexels/second (932 MP × 2 texture units)
Realistic fillrate:
Rendering fillrate: 250–700 megapixels/second, with Z-buffering, fogging, alpha blending and texture mapping
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
8 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
Bilinear, trilinear, and anisotropic texture filtering
Performance lies between a normal Geforce 3 Series (non TI) GPU and a Geforce 4 Series GPU. This 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.
Storage media
2×–5× (2.6 MB/s–6.6 MB/s) CAV DVD-ROM
8 or 10 GB, 3.5 in, 5,400 RPM hard disk formatted to 8 GB with FATX file system
Optional 32 MB memory card for saved game file transfer
Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
Integrated Parthus DSP for realtime Dolby Digital encoding
64 3D sound channels (up to 256 stereo voices)
HRTF Sensaura 3D enhancement
MIDI DLS2 Support
Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and DTS Surround (DVD movies only) audio output options
Controller ports: 4 proprietary USB 1.1 ports
A/V outputs: composite video, S-Video, component video, SCART, Digital Optical TOSLINK, and stereo RCA analog audio
S-Video requires "Advanced AV Pack", component video requires "High Definition AV Pack", TOSLINK requires either of the two
Resolutions: 480i, 480p, 576i, 576p, 720p, 1080i
Integrated 10/100BASE-TX wired Ethernet
DVD movie playback (add-on required)
Weight: 3.86 kg (8.5 lb)
Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in)
Xbox technical specifications Wikipedia (Text) CC BY-SA