Specifically, the Xbox Series X's hardware acceleration will be able to leverage 25 TFLOPs of performance for ray traced workloads. We haven't seen this capability in AMD's first-generation RDNA cards like the Radeon RX 5700, and while we knew it was on the horizon, now we know a bit more about what to expect. Now, of course, both major console manufacturers have promised that their consoles would support hardware-accelerated ray tracing, much like the Nvidia Turing line of graphics cards. The Xbox Series X is already able to handle Minecraft with full path tracing (Image credit: Microsoft Nvidia) The future is ray traced So, now that the Xbox Series X is rocking a GPU that's even more powerful than an RTX 2080, at a price point that's likely going to be be way more approachable than a high-end graphics card, true 4K gaming is about to enter the mainstream. In fact, it's not until you drop something like $799 (£749, AU$1,199) on an Nvidia GeForce RTX 2080 that you can even approach '4K60' performance. The problem is that native 4K rendering takes a lot of processing power. Instead, both Sony and Microsoft utilized checkerboard rendering to upscale the resolution of games up to 4K.įor the most part this is fine, and looks enough like 4K to pass, but it's not quite the same as native 4K rendering. One of the major issues with the Xbox One X and the PS4 Pro is that they're not quite capable of handling true 4K gaming, even though the consoles were marketed targeting that resolution. This could potentially be the gateway to actual 8K gaming, as it would allow for much higher resolution textures. However, because the operating system of the console will only be limited to one CPU core, it's likely that the system won't be using too much of the system RAM, leaving more resources for actual games to utilize.īut to further expand memory capabilities, Microsoft is also leveraging the extreme bandwidth of PCIe Gen 4.0 to expand system memory when needed. Now, the Xbox Series X will have 16GB of 14Gbps GDDR6, but that's shared between the CPU and GPU. Raw compute performance for a GPU is only a part of the story: memory is also extremely important. This means the Xbox Series X GPU has 24% more Stream Processors than the 5700 XT, which should lead to a substantial lead in performance. This might not mean a lot to many folks, but to put it in perspective, the AMD Radeon RX 5700 XT – the current AMD RDNA flagship – is rocking 2,560 Stream Processors across 40 compute units. The Xbox Series X will be using a GPU with 3,328 Stream Processors spread across 52 compute units. the AMD Radeon RX 5700 XT – the current AMD RDNA flagship – is rocking 2,560 Stream Processors across 40 compute units. Microsoft decided on a 12TFLOP GPU to target 4K60 gameplay – we already knew that – but now we know how Microsoft is hitting that target. What's particularly interesting, however is the GPU on offer here. Since most games right now prioritize a few cores with high clock speeds, this makes the most sense right now, but we could see a move for games to prioritize multi-threaded performance in the future, and this approach would leave the Xbox Series X open to that as time goes on. The clock speed will be 3.8GHz if hyperthreading isn't being used, which will boost single-core performance, or 3.6GHz if it's enabled. What we mean is that developers can either use the processor with or without SMT (simultaneous multi-threading), and the clock speed will change depending on their choice. You see, rather than automatically boosting up core clocks when there's thermal headroom and the demand for greater performance, the processor will stay at one clock speed at all times – depending on how developers use the CPUs. The Xbox Series X will have an 8-core, 16-thread processor with a maximum clock of 3.8 GHz, but it won't quite operate like a desktop chip.
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