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ATI Xbox 360 GPU

Graphics Processor
512 MB
Memory Size
Memory Type
128 bit
Bus Width
ATI Xbox 360 GPU Image ATI Xenos Image
The Xbox 360 GPU was a graphics card by ATI, launched in November 2005. Built on the 90 nm process, and based on the Xenos graphics processor, the card supports DirectX 9.0c. The Xenos graphics processor is an average sized chip with a die area of 182 mm² and 232 million transistors. It features 240 shading units, 16 texture mapping units and 8 ROPs. ATI has placed 512 MB GDDR3 memory on the card, which are connected using a 128-bit memory interface. The GPU is operating at a frequency of 500 MHz, memory is running at 700 MHz.
We recommend the ATI Xbox 360 GPU for gaming with highest details at resolutions up to, and including, 800x600.
Being a igp card, its power draw is not exactly known.

Graphics Processor

GPU Name: Xenos
Process Size: 90 nm
Transistors: 232 million
Die Size: 182 mm²

Graphics Card

Released: Nov 22nd, 2005
Production Status: End-of-life
Bus Interface: IGP

Clock Speeds

GPU Clock: 500 MHz
Memory Clock: 700 MHz
1400 MHz effective


Memory Size: 512 MB
Memory Type: GDDR3
Memory Bus: 128 bit
Bandwidth: 22.40 GB/s

Render Config

Shading Units: 240
TMUs: 16
ROPs: 8
Compute Units: 3
Pixel Rate: 4.000 GPixel/s
Texture Rate: 8.000 GTexel/s
Floating-point performance: 240.0 GFLOPS

Board Design

Slot Width: IGP
TDP: unknown

Graphics Features

DirectX: 9.0c
OpenGL: None
OpenCL: None
Shader Model: 3.0

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)

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)