Testing the Xbox One X for frametime and framerate performance marks an exciting step for GamersNexus. This is the first time we’ve been able to benchmark console frame pacing, and we’re doing so by deploying new, in-house software for analysis of lossless gameplay captures. At a very top-level, we’re analyzing the pixels temporally, aiming to determine whether there’s a change between frames. We then do some checks to validate those numbers, then some additional computational work to compute framerates and frametimes. That’s the simplest, most condensed version of what we’re doing. Our Xbox One X tear-down set the stage for this.
Outside of this, additional testing includes K-type thermocouple measurements from behind the APU (rear-side of the PCB), with more measurements from a logging plugload meter. The end result is an amalgamation of three charts, combining to provide a somewhat full picture of the Xbox One X’s gaming performance. As an aside, note that we discovered an effective Tcase Max of ~85C on the silicon surface, at which point the console shuts down. We were unable to force a shutdown during typical gameplay, but could achieve a shutdown with intentional torture of the APU thermals.
The Xbox One X uses an AMD Jaguar APU, which combines 40 CUs (4 more than an RX 480/580) at 1172MHz (~168MHz slower than an RX 580 Gaming X). The CPU component is an 8C processor (no SMT), and is the same as on previous Xbox One devices, just with a higher frequency of 2.3GHz. As for memory, the device is using 12GB of GDDR5 memory, all shared between the CPU and GPU. The memory operates an actual memory speed of 1700MHz, with memory bandwidth at 326GB/s. For point of comparison, an RX 580 offers about 256GB/s bandwidth. The Xbox One X, by all accounts, is an impressive combination of hardware that functionally equates a mid-range gaming PC. The PSU is another indication of this, with a 245W supply, at least a few watts of which are provided to the aggressive cooling solution (using a ~112mm radial fan).
Microsoft has, rather surprisingly, made it easy to get into and maintain the Xbox One X. The refreshed console uses just two screws to secure the chassis – two opposing, plastic jackets for the inner frame – and then uses serial numbering to identify the order of parts removal. For a console, we think the Xbox One X’s modularity of design is brilliant and, even if it’s just for Microsoft’s internal RMA purposes, it makes things easier for the enthusiast audience to maintain. We pulled apart the new Xbox One X in our disassembly process, walking through the VRM, APU, cooling solution, and overall construction of the unit.
Before diving in, a note on the specs: The Xbox One X uses an AMD Jaguar APU, to which is affixed an AMD Polaris GPU with 40 CUs. This CU count is greater than the RX 580’s 36 CUs (and so yields 2560 SPs vs. 2304 SPs), but runs at a lower clock speed. Enter our errata from the video: The clock speed of the integrated Polaris GPU in the Xbox One X is purportedly 1172MHz (some early claims indicated 1720MHz, but that proved to be the memory speed); at 1172MHz, the integrated Polaris GPU is about 100MHz slower than the original reference Boost of the RX 480, or about 168MHz slower than some of the RX 580 partner models. Consider this a correction of those numbers – we ended up citing the 1700MHz figure in the video, but that is actually incorrect; the correct figure is 1172MHz core, 1700MHz memory (6800MHz effective). The memory operates a 326GB/s bandwidth on its 384-bit bus. As for the rest, 40 CUs means 160 TMUs, giving a texture fill-rate of 188GT/s.
Our hardware news round-up for the past week is live, detailing some behind-the-scenes / early information on our thermal and power testing for the i9-7900X, the Xbox One X hardware specs, Threadripper's release date, and plenty of other news. Additional coverage includes final word on Acer's 21X Predator, Samsung's 64-layer NAND finalization, Global Foundries' 7nm FinFET for 2018, and some extras.
We anticipate a slower news week for non-Intel/non-AMD entities this week, as Intel launched X299/SKY-X and AMD is making waves with Epyc. Given the command both these companies have over consumer news, it's likely that other vendors will hold further press releases until next week.
Find the show notes below, written by Eric Hamilton, along with the embedded video.
In the most recent update to the DFC Intelligence Forecast for the games industry, the metrics group notes that a $36 billion industry growth to $100 billion is expected by 2018. This is right in line with what we've been told previously, but new statistics suggest that thirty percent of the entire games industry will be owned by the mobile gaming space.
2013 saw the explosion of mobile gaming, bringing in $10 billion in total revenue from the industry's 1.17 billion gamers. The intelligence firm projects a $19 billion mobile growth -- a total of $29 billion -- by 2018, comprising 30% of total game software revenue. This expansion doesn't come without its growing pains, though:
Microsoft's (NASDAQ: MSFT) Xbox One launched on November 22, 2013 in 13 geographic locations. The company initially reported 1.2 million units shipped in 3Q13 with 5 million units in 1Q14, for a total of 6.2 million Xbox One units shipped to-date; these metrics are sales to retail channels and do not tell us how many have been put into consumers' hands. Microsoft previously noted in the end of January that 3 million units had been delivered to customers.
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