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XBox (Games) Hardware Technology

Under the Hood of the Xbox 360 374

An anonymous reader writes "IBM DeveloperWorks is running a behind the design story for the making of the Xbox 360. The 360 has but a single chip with 165 million transistors for it's CPU " From the article: "This chip is in fact a three-way symmetric multiprocessor design. The three PowerPC cores are identical, except that they are physically reflected through the X and Y axis. Each of the CPU cores is a specialized PowerPC chip with a VMX128 extension related to (and partially compatible with) the VMX instructions in the G4 and G5 CPUs. The three CPU cores share a 1MB Level2 cache. Each processor has 32KB each of data and instruction Level1 cache. The chip's front-side bus/physical interface has a 21.6GB/second bandwidth, and runs at 5.4GHz."
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Under the Hood of the Xbox 360

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  • Flaimbait (Score:2, Funny)

    by romka1 ( 891990 )
    With all the power they could have come up with a nicer crash screen :)
    • Re:Flaimbait (Score:5, Insightful)

      by external400kdiskette ( 930221 ) on Monday December 12, 2005 @04:55PM (#14241365)
      Anyone who thinks it crashes regularly or that more than 1% of units are overheating is simply a moron. A lot of people here seem to have a fixated fantasy that they are so desperate to believe that they ignore the facts. The fantasy basically consists of that MS has rolled out an overheating worthless machine that when not overheating 95% of the time is crashing. Get real, I'd imagine the failure rates for units are about the same for any piece of consumer electronics.
      • Re:Flaimbait (Score:2, Interesting)

        by IAmTheDave ( 746256 )
        Anyone who thinks it crashes regularly or that more than 1% of units are overheating is simply a moron.

        Now now... this perception is a direct result of the incredible marketing engine behind the 360. The more press a particular product gets, the more negative press it will get following any sort of failure. Sure, the failure rate is 1%, lets say, but in today's world, when you shove something in peoples' faces and market the heck out of a $2-4+ hundred dollar product, those who put out the money for sai

      • Re:Flaimbait (Score:3, Informative)

        by Ucklak ( 755284 )
        Not that I really care but I've read that the failure rate is 2% to 5% with the return rate at 1%.
        It could be that the return rate is what Microsoft's official statement.
        If there is a manufactured shortage of units, it could be that Joe sixpack is waiting for Wal*Mart to restock before returning their overheating Xbox for a newer one.

        The news reports that they are out of the console but I haven't looked in the stores to verify.
    • by dascandy ( 869781 )
      We are sorry to report that your XBox 360 crashed during the final race online of the world online championship of World Rally Cup 2006 V3. Would you like to play Patience, Minesweeper or Reboot?
  • by MarcoAtWork ( 28889 ) on Monday December 12, 2005 @04:12PM (#14241000)
    I haven't been doing microelectronics since my university days (over 10 years ago) and the block named "testing/debug" intrigued me quite a bit: exactly what test/debug functions do you put on CPUs nowadays? do they contain burned in test cases? some sort of programmable logic to get access to internal CPU states? I'd definitely be interested in learning more about this.
    • by Anonymous Coward on Monday December 12, 2005 @04:26PM (#14241126)
      This is probably a JTAG block. Depending on what it's built for, you get:

      - instruction single-step
      - register and memory peek/poke
      - control suitable for burning on- and off-chip flash/eeprom
      - trace buffer that contains the most recently-executed opcodes
      - breakpoints
      - access to profiling and instrumentation registers

      JTAG is a serial protocol that runs much, much slower than the core -- but it's an extremely nice way of getting into a running chip and poking around.
    • by Anonymous Coward on Monday December 12, 2005 @04:27PM (#14241135)
      It's probably the JTAG debug logic. Most modern CPUs use a JTAG port (full-duplex, multi-device serial port) to provide access to internal CPU state, as well as providing hooks for starting and stopping the processor.

      JTAG is a hardware test standard, but chip vendors define their own extensions to it to provide software debug hooks. Most PowerPC chips use what's called the Common On-Chip Processor (COP), which is controlled through the JTAG port. The specific details of COP and its implementation on each chip is proprietary, and usually only available to IBM, Freescale, and a few select tool vendors with NDAs. Here's a link to some more information on PowerPC COP:

      http://www.elecdesign.com/Articles/ArticleID/3675/ 3675.html [elecdesign.com]
    • probably some form of all the following in the test/debug block

      JTAG
      SCAN/ATPG controller (can be inplemented in the JTAG controller)
      DMA controller
      BIST controller
      EFuses
      Ring Oscillators, although those are probably spread all over the chip, not just in test/debug

      If you want more info, I can look around for some resources.
  • Tiny cache... (Score:4, Interesting)

    by keesh ( 202812 ) on Monday December 12, 2005 @04:16PM (#14241039) Homepage
    What's the deal with the tiny cache? My ten year old HyperSparc has more cache than that... You'd think that when dealing with high throughput graphics applications, a larger cache would make far more of a difference than a few hundred MHz either way.
    • Re:Tiny cache... (Score:5, Insightful)

      by realmolo ( 574068 ) on Monday December 12, 2005 @04:23PM (#14241104)
      Actually, no.

      A big cache is good when you are dealing with programs that could access ANY data at ANY time (or you're running multiple programs). With games, that doesn't really happen. Game code is sort of "linear", and you're only running one at a time.. So the cache can be filled with what needs to be there, and nothing else.

    • probably because more on-core would increase the die size.. and therefore increase the production cost. And keeping the cost down is pretty important for mass electronics like that. And 1mb of on-core cache is quite a lot.

      And I'm ready to guess that this chip is much much cheaper that any UltraSparc (modern or ancient)
    • I believe that this was the strategy with the GameCube. Although it only had 40 MB of RAM, 24 MB of that was T1-SRAM (I think), which was very fast. Basically, they were able to do quite a lot, with very little overall RAM, because it had a big chunk (comparatively) of really fast RAM, that it could used for frequently accessed data.
    • by EXTomar ( 78739 ) on Monday December 12, 2005 @04:45PM (#14241274)
      The PS2 Emotion Engine has the same design philosophy: choosing to do small memory/cache in favor for very wide bandwidth. It makes for some interesting programming juggling and kung-fu since the data comes straight from memory dumped to the graphics so nothing is cached. The results speak for themselves since the PS2 is the oldest and the most dated performance the fact that the performance is extremely dynamic and probably *still not maxed*. People are still pulling tricks that no one could predict the PS2 to do. I suspect we wouldn't have games on the PS2 like GT4 or the beautiful Shadow of the Collosius if it had been made with more cache yet small bandwidth.
      • Yes, but the 4MB VRAM of the PS2 have made life much more difficult than it should have been. Even a small growth in that area and/or texture compression could have drastically improved performance because during most of the later life cycle of PS2 developers were constantly juggling bandwidth between textures and polygons. This let to both, washed out (because low-res) textures and -to a lesser degree- blocky models. Were it easier to store textures where they are needed the PS2 probably could give GC and
        • Oh, and another problem is that it can lead to over-optimization. Many PAL versions look like crap with black borders. Why? Because PAL has about 100 lines more than NTSC. It also runs at 50Hz instead of 60Hz like NTSC so in the end there should be no problem in terms of cpu time etc. But it doesn't work that way with memory/cache*. In the end many companies just released the NTSC version in PAL/60 (i.e. lower resolution, therefore the black borders, but 60Hz)

          * I don't make much of a distinction between me

    • Re:Tiny cache... (Score:2, Informative)

      by Saiyine ( 689367 )

      You'd think that when dealing with high throughput graphics applications, a larger cache would make far more of a difference than a few hundred MHz either way.

      In fact, no. Think of the PlayStation 2 and its graphics, it has just 16+8Kb of memory cache.

      Caches have very little work to do in a vectorial enviroment, while your Sparc is a server CPU, think databases and the like.

    • Not for games (Score:5, Informative)

      by Andy Dodd ( 701 ) <atd7NO@SPAMcornell.edu> on Monday December 12, 2005 @05:10PM (#14241536) Homepage
      Games often have far smaller cache requirements than many other applications, and as a result, it is preferable to go with a higher speed cache and higher CPU speed than a slower but larger cache/CPU.

      The Celeron in the 300A era are one of the best examples of this. They had half the cache of their Pentium III counterparts, BUT the P3 cache ran at half the CPU speed while the Celeron cache ran at full speed. The Celeron's performance was crap despite the faster cache for many applications (including server machines and most office applications) due to its smaller cache, but gamers discovered that for games, the situation was exactly the opposite - clock for clock the Celeron was significantly faster than the P3 due to the fact that most games in that era could fit almost all of their rendering pipeline within even the Celeron's small cache. Rare cache misses and twice the cache speed = much better performance. It also happened that that on-die cache allowed the Celerons to be overclocked like crazy, a significant added bonus. :)

      The Xbox 360's CPU takes the whole idea much farther. While most desktop CPUs are designed to perform well over the widest range of situations (with some tradeoffs always being evident - note that Athlons eat P4s for lunch in many cases such as games, while Athlons do actually lose most of their advantages in performance per clock cycle when performing video compression and decompression because most video codecs don't have significant amounts of branching resulting in pipeline stalls from branch mispredictions.) The Xbox 360 CPU goes a step further by optimizing for one thing and one thing only - gaming. Instruction reordering which is critical in most desktop CPUs turns out to be not as necessary for gaming (specifically graphics rendering), and as a result the 360 drops instruction reordering capability completely in favor of having multiple cores at a low cost. (Instruction scheduling takes a LOT of die space in modern CPUs compared to the size of the rest of the CPU core.)
  • by Nom du Keyboard ( 633989 ) on Monday December 12, 2005 @04:20PM (#14241072)
    A year ago this article would have been fascinating. Now it hardly seems to contribute anything new -- unless you've been sleeping for a year.
  • Imagine... (Score:5, Funny)

    by Spy der Mann ( 805235 ) <`moc.liamg' `ta' `todhsals.nnamredyps'> on Monday December 12, 2005 @04:28PM (#14241152) Homepage Journal
    A beowulf Heater of these... :)
  • Oh come on. We had the exact same link posted before...

    Dupe!

    (I can't find the link now because the search page doesn't load on this IE 6.0 P.o.S. computer!)
  • But that microsoft and IBM can develop such a beast as part of a console with a $300.00 pricepoint.

    I'm not sure any of the AC's or MS haters in here have ever seen a 360 or played one yet. It's a miracle of a machine for the price you pay.
    • by digidave ( 259925 ) on Monday December 12, 2005 @04:44PM (#14241266)
      How is it a miracle when this is exactly what's been happening with consoles for many years?

      NES looked better than nearly any computer of its day. Ditto Genesis and SNES. Playstation and N64 packed an incredible amount of power into a cheap bundle. Remember the hype about PS2's Emotion Engine? There were rumors that exporting it would be restricted because it was going to be classified as a super computer. People were saying Iraq was going to use it to guide missiles. Xbox literally was a cheap PC, but gave more bang for the buck than your average beige box.

      Consoles do this by taking the right shortcuts. They have a very focused performance target for very specific tasks. No need to add anything more than the minimum. Plus, they sell more than nearly any OEM PC maker so they get good prices on the parts.
      • Consoles do this by taking the right shortcuts. They have a very focused performance target for very specific tasks. No need to add anything more than the minimum. Plus, they sell more than nearly any OEM PC maker so they get good prices on the parts.

        Plus they have no (or sometimes negative) margin. I'm not talking retail margins, which are notoriously thin for electronics, I'm talking about the nice healthy margins that high end chip makers get on their latest stuff... Just because Best Buy or wherever onl
    • thats just it though, they didnt.
      Microsoft make a (not so insignificant) loss on each one - which they hope to regain through game sales.
    • Miracle?

      Have you seen what you can get for $400 these days? Plus generally you can run whatevery you want on those other machines. When you consider all the stuff a game console *doesn't* have when compared to a PC, and take into account the enormous profit margins on the top of the line PC components, I'd say the only thing that's miraculous is that console makers continue to convince their customers that the machine they're getting has a value signifigantly higher than the price tag.

      This stuff even less i
  • by mkcmkc ( 197982 ) on Monday December 12, 2005 @04:33PM (#14241184)
    The three PowerPC cores are identical, except that they are physically reflected through the X and Y axis.

    Must be this "reversible computing" I keep hearing about...

  • by Kaenneth ( 82978 ) on Monday December 12, 2005 @04:38PM (#14241220) Journal
    Little endian, or Big endian?
  • When will IBM be pimping these out in blade format? They already have JS20's [ibm.com], which are dual PPC 970 based systems running at 2.2GHz. These new chips are running 3 3.2GHZ cores on the same CPU. That means that with the JS20 form factor, you could get 6 cores altogether (assuming you don't melt the thing first). A rack of 14 of these would mean that you would have a 84 CPU cluster in single Chassis, and IBM puts 6 chassis on a rack, so that would be 504 CPUs on a single rack.
    It makes their current PPC bl
    • It makes conventional power and cooling options look weak too! Imagine the peak consumption on this, the 50KW per rack record will be scorched! I often wonder how long it will be before CIOs realize that space doesn't cost nearly as much as the total associated costs with running a high density system. Then I shut up when I realize it's that misconception that keeps me working :-p
    • AFAIK the processor isn't owned by IBM (IIRC in the photos you can see "Microsoft" on the chip) and not all processors are created equal. I suspect a 970MP would be faster for almost all applications.
    • by Andy Dodd ( 701 ) <atd7NO@SPAMcornell.edu> on Monday December 12, 2005 @05:14PM (#14241578) Homepage
      That is until you realize that the features that IBM and MS removed from the 360's CPU because they weren't needed for gaming cripple the CPU for most other applications.
  • Of this architecture. First of all, the chip has 3 cores, and each core can handle 2 instructions, and each instruction can get to 5 processing branches.

    Also it can handle 2 threads for its vmx engine and fpu engine, this is a LOT of data crunching power...

    They have setup special instruction for matrix operations...

    I wonder, what would be the processing power of this chip, used for sciences data crunching?

    This chip is awsome...

    What could be hope for the 7 core chip for ps3, but, I think the 7core ps3 chips
    • by SmallFurryCreature ( 593017 ) on Monday December 12, 2005 @06:02PM (#14241980) Journal
      First of it has eight cores with 1 central core wich is the boss and who runs the "application" and wich then hands out tasks to the other cores. The remaining 7 cores are said to have multimedia specific capabilties wich I think means that the master core does not and is perhaps more a regular cpu optimized for the controlling of the others.

      So the big difference is that the 360 is more like current multicore PC's while the PS3 seems to lean more towards a cluster setup like openmosix.

      As to wich is better? Well look at recent PS2 games. They show such graphical improvement that it might be true that PS2 still has untapped capabilties. The X-box on the other hand is pretty much at its limit. This was clear by developers complaining the PS2 was hard to develop for and the x-box was easy. Same with the next generation.

      Given that the cores have the same basic design (64bit power) and Sony claims the same or even higher clockspeeds it would be easy to assume that 7+1 core > then 3 cores. I also seen larger cache sizes being claimed and even faster bus speeds. Is it all true? And even if it is will game developers succeed in tapping those resources? And even if they do, will that result in fun games?

      Remember that currently the fast majority of games do not take advantage of dual core PC's even hyperthreading is rarely supported worse having it on can sometimes degrade performance. Now imagine having to write your code in such a way that it can be split across 7 processors. OR is that central core in te Cell processor capable of splitting up non- threaded applications? (Just random quesswork). After all it is supposed to be become more then the current PS3 chip it is supposed to be included in the next generation of TV's and other entertainment products.

      That would be a huge advancement. The holy grail of grid computing (the cell is supposed to be like that) were you no longer have to worry about the specifics of your enviroment but can just run your code and the system will take care of it.

      What I find a far more intresting proposition that with the PS3 supposedly so powerfull yet also so similar to the 360 is that it might just be possible to run 360 games on the PS3.

      As for using consoles for number work. Already being done with both systems. They are so cheap yet so powerfull that all you have to do is wait for someone to break them open. Same as PC GPU's are being used for number crunching work. However GPU's is no problem wereas circumventing the PS3 or 360's protections might be in more repressive goverments (such as found in the west).

      All off the above is just random speculation based on hilarious press reports. Any resemblance to the facts is unlikely.

      • Now imagine having to write your code in such a way that it can be split across 7 processors.

        If you first structure your game loop as a dataflow diagram, you'll see more opportunities for parallelizing your code. Figure out what depends on what, and if two things don't depend on one another early in the computation of a given frame, you can run them in separate threads on separate cores with little or no penalty. Many tasks in a game program are in fact embarrassingly parallel [wikipedia.org]. For instance, if you have

  • Dear Apple (Score:5, Interesting)

    by Flying pig ( 925874 ) on Monday December 12, 2005 @05:10PM (#14241532)
    You suck, love, IBM

    Seriously, though, these are fascinating little beasts. It looks as if the concept has its roots in the Transputer, which also relied on fast and narrow point to point external links. When I first read the blurb I guessed from the description that there were 4 cores per chip and the bad ones were disabled to get the yield up, but clearly the yield is much much better than that. However, anybody silly enough to think about overclocking will need to note that the working CPU voltage is hard coded; it looks like, to get the yield at the clock speed, each device has to be individually tuned. Which suggests that the tolerances for reliable functioning are tight. Perhaps the overall error rate is not good enough for a truly general purpose computer which needs to be able to tolerate a range of operating conditions without significant error. Which doesn't suggest a range of motherboards and retail boxed processors any time soon. Just like Apple, in fact. This reminds me of good old ECL based computers (whose CPU voltage had to be adjusted on the fly for reliable operation rather than set up once for all, but I'm sure you take the point).

    It's perhaps a pity that the design teams for the Mac Mini and the XBox couldn't be locked up in a development lab with a progressively increasing caffeine level in the coffee until they create the hybrid that would really be the future of home computing. Apple's thermal management and sound level control, IBMs obvious chip development capability, and Microsoft's willingness to spend some of its cash pile would be a formidable combination. The trouble is, you'd probably end up with Apple's's ability to design chips, IBMs willingness to lose money, and Microsoft's thermal management and general aesthetics.

  • by Bilbo ( 7015 ) on Monday December 12, 2005 @05:19PM (#14241623) Homepage
    I'm wondering, how much work is required to hack into the box, not necessarily to run illegally copied games, but to run Linux or something else? I know there was a lot of talk about hacking into the original Xbox, mostly because the internal guts were primarily OTS PC components. The 360 sounds like a lot more custom work. However, being able to run a triple-core Power box would be pretty interesting, even if it was tweaked out for gaming rather than general purpose programming.
  • by Anonymous Coward
    Thank you! For your edification:

    its = possessive

    it's = contraction of "it is"
  • by hyperbotfly ( 934309 ) on Monday December 12, 2005 @05:37PM (#14241764)
    Hate to burst alot of bubbles, BUT:
    The Xenon CPU IS NOT the same as 3 G5's all on one chip! Read the arstechnica article here:

    http://arstechnica.com/articles/paedia/cpu/xbox360 -2.ars/2 [arstechnica.com]

    Basically it says: "The basic idea behind both Cell and Xenon is to make the execution core less complex by stripping out hardware that's intended to optimize instruction scheduling at runtime. Neither the Xenon nor the Cell have an instruction window, which means that these two processor designs largely forget about instruction-level parallelism. Instead, instructions pass through the processor in the order in which they're fetched, with the twist that two adjacent, non-dependent instructions are executed in parallel where possible."

    This means that standard PPC code (OS X, etc) WILL NOT RUN on this. This is also the reason that IBM is selling these things at only $106 a pop to M$. Have you checked the prices for SINGLE CORE G5s for Apple? Their like $600-700 a piece! So, I am guessing that stripping these down makes them much easier and therefore faster and cheaper to mass produce, and therefore the price difference.

    Anyway, there are reports that only one core is availble to intitial game developers, and one of the cores is strictly for M$ bullshit content protection TC such as the hypervisor, etc.

    Not to mention from the article:

    Microsoft and IBM engineers worked together during the definition phase of the project to specify a design to satisfy the constraints of a mass-produced consumer device

    Sounds like a shitload of TC shit build right into the chip, so I am NOT holding my breath for linux to be ported to this (not that I wouldn't be thrilled to see this). Cetainly not when the port to STI Cell architecture has been under dev for what, over a year? Damn, can't wait for PS3 release.
    • Wrong! (Score:4, Informative)

      by Henriok ( 6762 ) on Monday December 12, 2005 @06:11PM (#14242033)
      This is a fully PowerPC compliant chip. Make no mistake. It WILL run standard PowerPC code, as will Cell BE. From where did you get that the singe core G5 costs 5-600 dollars? An iMac G5 (singe core PowerPC 970FX costs $1300 and that's a complete computer with a GPU, harddrive, DVD-burner, webcam, 512 MB RAM, an 17" TFT, package, shipping, advetising and about 30% margin.
      The cost of a processor is directly related to the die size and since the size of the Xenon is larger than the dual core G5 (about 130 million transisotrs compared to 165 million in the Xenon) there's a good chance that Xenon is actually more expensive than the PowerPC 970MP to manufacture.

      Linux will run just fine on an Xbox 360 if one would fins a way around the DRM stuff. OSX too if Apple would want to. Same goes with the PS3. Hell.. Sony's boss even said so!
    • Anyway, there are reports that only one core is availble to intitial game developers, and one of the cores is strictly for M$ bullshit content protection TC such as the hypervisor, etc.

      "Reports", yeah, but this isn't true. Several of the lanuch games were multi-clore, including Kameo and Perfect Dark. Numerous developers have commented on this. And as far as I know, Hypervisor on IBM systems has nothing to do with content protection and it's difficult to see why it would be implemented here.

      Sounds like a sh

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