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ATI Xenos

Default
Xenos
ATI's Xenos GPU uses the TeraScale architecture and is made using a 90 nm production process at TSMC. With a die size of 182 mm² and a transistor count of 232 million it is a small chip. Xenos supports DirectX 9.0c. It features 240 shading units, 16 texture mapping units and 8 ROPs.

Graphics Processor

GPU Name
Xenos
Architecture
TeraScale
Foundry
TSMC
Process Size
90 nm
Transistors
232 million
Density
1.3M / mm²
Die Size
182 mm²
Released
Nov 22nd, 2005

Graphics Features

DirectX
9.0c
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Shader Model
3.0

Render Config

Shading Units
240
TMUs
16
ROPs
8
Compute Units
3

All TeraScale GPUs

Graphics cards using the ATI Xenos GPU

Name Chip Memory Shaders TMUs ROPs GPU Clock Memory Clock
ATI Xbox 360 GPU Crayola 6 512 MB 240 16 8 500 MHz 700 MHz

Xenos GPU Notes

48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each.

Unified shading architecture
(each pipeline is capable of running either pixel or vertex shaders)

10 FP ops per vector processor per cycle
(5 fused multiply-add)

Maximum vertex count:
6 billion vertices per second
((48 shader vector processors × 2 ops per cycle × 500 MHz) / 8 vector ops per vertex)
for simple transformed and lit polygons

Maximum polygon count:
500 million triangles per second

Maximum shader operations:
96 billion shader operations per second
(3 shader pipelines × 16 processors × 4 ALUs × 500 MHz)

240 GFLOPS
MEMEXPORT shader function

16 texture filtering units
16 texture addressing units
16 filtered samples per clock

Maximum texel fillrate:
8 gigatexels per second
(16 textures × 500 MHz)

16 unfiltered texture samples per clock

Maximum Dot product operations:
24 billion per second
Support for a superset of
DirectX Xbox 360

10 MiB daughter embedded DRAM (at 256GB/s) framebuffer on
90 nm, 80 nm (since 2008)
65nm (since 2010)

NEC designed eDRAM die includes additional logic
105 million transistors
(192 parallel pixel processors)
for color, alpha compositing, Z/stencil buffering, and anti-aliasing called “Intelligent Memory”, giving developers 4-sample anti-aliasing at very little performance cost.

8 Render Output units

Maximum pixel fillrate:
16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA)

32 gigasamples using
Z-only operation;
4 gigapixels per second without MSAA
(8 ROPs × 500 MHz)

Maximum Z sample rate:
8 gigasamples per second
(2 Z samples × 8 ROPs × 500 MHz)

32 gigasamples per second using 4X anti aliasing
(2 Z samples × 8 ROPs × 4X AA × 500 MHz)

Maximum anti-aliasing sample rate:
16 gigasamples per second
(4 AA samples × 8 ROPs × 500 MHz)