User talk:Jigahurtz
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[edit] License tagging for Image:Xbox360HDDVD.jpg
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[edit] playstation 3 release date
um, no, "first available" is the first launch date (Nov 11 Japan), and "release date" is worldwide. no problem though; I fixed it. --gatoatigrado 02:14, 3 August 2006 (UTC)
[edit] Non-3RR violation
If you believe I am in violation of the 3RR rule, then I encourage you to report me. Obviously, I believe that I am expressing the clearly-expressed consensus from the talk page, and am in no way violating the 3RR rule, which you appear to misunderstand.
Also, I should probably let you know, on the off chance that you are the user that has been editing at User:74.33.0.16: changing usernames or logged-in status to avoid violating the 3RR rule is considered disruption, and may lead to extended blocks. Have a nice day. Nandesuka 20:05, 2 September 2006 (UTC)
[edit] "Consensus means nothing"
This statement in your edit summary is indicative of a fundamental failure to understand Wikipedia. But I'm happy to let the other editors on the article show you exactly why. Have a great night. Nandesuka 04:18, 5 September 2006 (UTC)
[edit] Xbox 360
What are you trying to do here? There was an editor blocked for 3RR doing what you are just doing now; although you seem to be willing to delist some of it. Please at least state your plans on the talk page so we can discuss. RN 23:41, 9 September 2006 (UTC)
- Not a single user is willing to include technical information. I'm trying to rewrite this version to make in follow the policies and guidelines included in the talk page. Editing below as to not have my edits reverted by users who are mad they are not getting there way. Jigahurtz 23:56, 9 September 2006 (UTC)
- I've reported you for violating the 3RR rule. If you think I've violated it also — I haven't — I encourage you to report me as well. Next time, please try to obtain consensus for these changes on the talk page instead of just throwing away the hard work of a large number of editors. Have a nice day. Nandesuka 00:17, 10 September 2006 (UTC)
[edit] Hardware
[edit] Central processing unit
The IBM created Xenon CPU contains three symmetrical cores clocking in at 3.2 GHz each and is based upon PowerPC architechue. The 1 MB of L2 cache runs at half this speed. Each core contains one VMX-128 SIMD unit. Each is capable of Simultaneous multithreading[1], for a total of 6 threads each containing a 128×128 register file. Currently the system uses a 90 nm process, with a 65 nm process SOI revision planned for 2007.[2] The chip also contains a small amount of ROM that stores Microsoft private encrypted keys. The high thread count and clock speed contribute to the processors high performance, which boasts 9.6 billion Dot products per second and a theoretical peak performance or 115,2 GFLOPS.
[edit] Graphics processing unit
Developed by ATI under the names C1 and R500[3] , the Xenos GPU powers the visual ascepts of the console. The chip is capable 500 million triangles and 24 billion dot product operations per second. With 240 GFLOPS of calculation power and capacities of.[4] Supporting a superset of DirectX 9.0 and Shader Model 3.0, it runs under a Unified shader architecture. The chip contains two separate 90nm process silicon dies: the parent GPU and the NEC designed 10 MB daughter eDRAM, each clocking in at 500 MHz. The eDRAM framebuffer includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing with 8 render output units. Similar to the CPU, the GPU's heatsink uses heatpipe technology to efficiently conduct heat from the processors to the fins of the heatsink.[5] The heatsinks are actively cooled by a pair of 60 mm exhaust fans that push the air out of the case
- Embedded DRAM contains 105 million transistors[6] CPU contains 232 million transistors
- 48-way parallel floating-point dynamically-scheduled shader pipelines[7] with MEMEXPORT shader function
- 2 shader ALU operations per pipeline per cycle (1 vec4 and 1 scalar, co-issued)
- 160 programmable shader operations per cycle (48 ALUs x 2 ops + 16 texture fetch + 32 control flow + 16 vertex fetch)[4]
- 48 billion shader operations per second (96 billion shader operations per second theoretical maximum) [7]
- 16 filtered or unfiltered texture samples per clock
- Fillrate: 8 gigatexel per second fillrate and 16 gigasamples per second Pixel fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA [3]
[edit] Memory and system bandwidth
Memory
512 MB of GDDR3 RAM, clocked in at 700 MHz. Produced by Samsung or Infineon Technologies and shared between the CPU and GPU via the unified memory architecture.
System bandwidth
- 256 GB/s eDRAM internal logic to eDRAM internal memory bandwidth
- 32 GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)
- 22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)
- 21.6 GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)
- 1 GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)
[edit] Audio and video
All games support six channel Dolby Digital surround sound, through more than 256 audio channels. 320 independent channels can decompress sound files compressed using Microsoft's XMA codec. Voice echo free cross-game communication is now possible due to the way voice communication is handled.[7] The console also cupports 32 bit processing and 48 kHz 16-bit audio.[7]
Supported resolutions[8]
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Supported codecs
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[edit] Storage
- Optical
- Hard drive: 20 GB optional, detachable, upgradeable, and external 2.5" SATA drive (5400 rpm)
- 64MB Memory Unit: For game saves and small downloads. 256MB version planned for release Q4 2006.
[edit] Miscellaneous
Console
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External power supply
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- Capable of accelerating procedural synthesis to dynamically generate game data.
- The option to apply a regional lockout to games is available to publishers. DVD region codes are always enforced.
- Some users have reported technical problems.
[edit] Components and accessories
Up to four controllers are supported by the Xbox 360, in either wired or wireless forms, and there is an optional wireless force feedback racing wheel for racing games that can be purchased separately as well. The Xbox 360 connects to Xbox Live through a optional wireless network adapter on a home network through a wireless router, and the Universal Media Remote can be used to control several functions of the console including the Windows Media Center functions if connected to the network. Various other components for the console exist such as decorative faceplates to change the physical appears of the console, wired or wireless headsets for communication over Xbox Live, and a Xbox 360 branded webcam called Xbox Live Vision Camera. An add-on external HD DVD drive will be released holiday season 2006.[10][11]
[edit] "Not a single user is willing to include technical information"
This is not true! I have advocated for including more info - and when I did my rewrite I tried to smash everything in there I could. It has to be accessable to the general public though as this is not a science article. Your recent edits indicate you are more willing to work with us then the last user, so please discuss before changing. Simply accusing other users of stuff and blindly reverting is just going to get people mad. If you discuss each point first, I'd hope you'd be surprised at how reasonable the editors of that article are. RN 00:28, 10 September 2006 (UTC)
[edit] Blocked
You have been temporarily blocked for violation of the three-revert rule. Please feel free to return after the block expires, but also please make an effort to discuss your changes further in the future. |
--PinchasC | £€åV€ m€ å m€§§åg€ 01:00, 10 September 2006 (UTC)
Current version
- The Xbox 360 hardware features brand new approaches to its design, including an entirely different multi-core central processing unit (CPU) named Xenon and the Xenos GPU with Unified Shader Architecture. Xenon is a custom triple-core PowerPC-based design by IBM as opposed to the Xbox's Intel Coppermine-128 microprocessor. Each core of the CPU is simultaneous multithreading capable and clocked at 3.2 gigahertz.[32]
My version
- The IBM created Xenon CPU contains three symmetrical cores clocking in at 3.2 GHz each and is based upon PowerPC architechue. The 1 MB of L2 cache runs at half this speed. Each core contains one VMX-128 SIMD unit and is capable of Simultaneous multithreading[32], for a total of 6 threads each containing a 128×128 register file. Currently the system uses a 90 nm process, with a 65 nm process SOI revision planned for 2007.[33] The chip also contains a small amount of ROM that stores Microsoft private encrypted keys. The high thread count and clock speed contribute to the processors high performance, which boasts 9.6 billion Dot products per second and a theoretical peak performance or 115,2 GFLOPS.
- All 4 reverts included the changing of the section heading from "CPU" to "Central processing unit" and the insertion of IBMxenon.jpg. Partial reverts are considered to be reverts under WP:3rr. --PinchasC | £€åV€ m€ å m€§§åg€ 02:44, 10 September 2006 (UTC)
- Official policy states
- Prefer spelled-out phrases to acronyms
- Each one included the addition of the image IBMxenon.jpg --PinchasC | £€åV€ m€ å m€§§åg€ 03:17, 10 September 2006 (UTC)
- Official policy states