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Xbox 360

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Microsoft Xbox 360
Xbox 360 logo
Xbox 360 system and controller
Xbox 360 system and controller
ManufacturerMicrosoft
TypeVideo game console
GenerationSeventh generation era
LifespanUnited States November 22, 2005
Europe December 2, 2005
Japan December 10,2005
Units sold5.05 million shipped [1][2][3]
MediaDVD, CD, (future: HD DVD)
CPU3.2 GHz PPC Tri-Core "Xenon" (codename)
StorageHard Drive, Memory Cards
Controller input4 wired or wireless
ConnectivityUSB 2.0 (3x)
Online servicesXbox Live
Best-selling gameCall of Duty 2
Backward
compatibility
227 Xbox games (requires hard drive)
PredecessorXbox

The Xbox 360 is the successor to Microsoft's Xbox video game console, developed in co-operation with IBM, ATI, Samsung and SiS. Information on the console first came through viral marketing campaigns and it was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the prominent Electronic Entertainment Expo. Upon its release the Xbox 360 became the first console to have a simultaneous launch across the three major regions. It also serves as the first entrant in a new generation of game consoles and will compete against Sony's PlayStation 3 and Nintendo's Wii. Microsoft believes that its push towards High-definition gaming, year-early headstart and its Xbox Live online gaming service will help in the console's success.

Overview

Development

Known during development as the Xenon, Xbox 2, Xbox Next or NeXtBox, the Xbox 360 was conceived in early 2003. In January of 2003 planning for Xenon software platform began. That month Microsoft held an event for 400 developers in Bellevue, Washington to recruit support for the system. Also that month Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003 ATI signed on to produce the graphic processing unit for the new console, a deal which was publicly announced two days later. The following month IBM signed on to develop the Tri-Core CPU for the console. In the summer of 2004, G4 TV reported that Microsoft had shown an early design of "Project Xenon" to a select few gamers at the Mountain Dew Den at the Mall of America. Before the launch of the Xbox 360, several alpha development kits where spotted using Apple iMac G5 hardware. Games running on these were reported to be using 25-30% of the actual systems power.[2] Microsoft chose to use these systems for their PowerPC architecture, which is similar to that of the Xenon CPU used in the system.

Launch

The Xbox 360 was released on November 22, 2005 in United States, Canada and Puerto Rico, December 2 2005 in Europe, December 10 2005 in Japan, February 2, 2006 in Mexico and Colombia, February 24 2006 in South Korea, March 16 2006 in Hong Kong, Singapore, and Taiwan and March 23, 2006 in Australia and New Zealand after a 3-week delay. Also, an official launch for the Philippines was announced.[4] At E3 2006, Microsoft announced that the console will be officially launched in eight new countries: South Africa, Chile, India, Brazil, Poland, Hungary, Czech Republic, and Slovakia.[5] Due to its early launch, the Xbox 360 has a jump start on both of its competitors, Sony's Playstation 3 and Nintendo's Wii, which are scheduled for release during the fourth quarter 2006.

Because of a manufacturing bottleneck for having started the massive manufacturing only 69 days before launching,[6] Microsoft was not able to supply enough systems to meet consumer demand in Europe or North America.[7] Many potential customers were not able to procure a console at launch and the lack of availability led to Xbox 360 bundles selling on eBay at grossly inflated prices, with some auctions exceeding US$2000. By year's end Microsoft had sold 1.5 million units; including 900,000 in North America, 500,000 in Europe, and 100,000 in Japan.[8] Only six games were initially offered and eagerly anticipated titles like Dead or Alive 4 and [eM] -eNCHANT arM- were not released until several weeks after launch.

Retail configurations

Microsoft's retail strategy involves two different configurations of the Xbox 360 in most countries: the Xbox 360 SKU, frequently referred to as the Xbox 360 Premium Package; and an Xbox 360 Core System SKU. At launch, the Xbox 360 was priced at USD $399. The Core System is not available in Japan, instead Microsoft offers a package identical to the Xbox 360 SKU for JPN ¥37,900. Additionally in Australia and New Zealand the Xbox Live headset in the Xbox 360 Package was not included .

BusinessWeek magazine compiled a report[9] that estimates the total cost of components in the "premium" bundle at $525 USD, sans manufacturing costs, meaning that Microsoft is losing money on every Xbox 360 system sold (in the United States, at least). It should be noted that the strategy of selling a console at a loss or near-loss is common in the console games industry, as console makers can usually expect to make up the loss through game licensing. Furthermore, since Microsoft owns the intellectual property rights to the hardware used in the Xbox 360, they can easily switch to new fabrication processes or change suppliers in the future in order to reduce manufacturing costs. This flexibility stands in contrast to the situation faced with the original Xbox, which Microsoft was never able to reduce manufacturing costs below the break-even point. Microsoft is predicting that with the Xbox 360, a greater market share and falling hardware costs will eventually make system sales profitable.

Xbox 360 System Xbox 360 Core System
Detachable 20 GB hard drive Yes No
Ethernet cable Yes No
Premium chrome finish Yes No
Xbox Live headset Yes (Most regions) No
Xbox Live Silver membership Yes Yes
One month trial of Xbox Live Gold Yes Yes
Gamepad 2.4 GHz wireless Wired, with 3 m breakaway cord
AV Cables Component HD-AV cable Composite AV cable


Xbox Live

Silver and Gold

With the launch of the Xbox 360, Microsoft's online gaming service, Xbox Live went through a major upgrade, adding a basic non-subscription service, Silver, to its already established premium subscription-based service, Gold. Xbox Live Silver is free of charge and allows users to create a user profile, join on message boards, access Microsoft's Xbox Live Arcade, along with marketplace and talk to other members. Xbox Live supports voice communication along with video communication, a feature to be launched sometime in 2006.

Xbox Live Gold has the same features as Silver, plus online game playing capabilities. Microsoft has allowed for previous Xbox Live subscribers to maintain their profile information, buddy lists, and games history when they make the transition to Xbox Live Gold. To transition an Xbox Live account to the new system the user needs to link a Windows Live ID to their gamertag on Xbox.com. Then when the user goes to add a Xbox Live enabled profile to their console, the user just needs to provide the console with their passport account information. An Xbox Live Gold account costs $49.99 USD, $59.99 CDN, £39.99 Pounds Sterling, €59.99 per year.

Marketplace

The Xbox Live Marketplace is a virtual market designed for Microsoft's Xbox 360 console that allows Xbox Live subscribers to download purchased or promotional content. The service offers movie and game trailers, game demos, Xbox Live Arcade games, gamer tag images, and Xbox 360 Dashboard themes.These features are avaible to both silver and gold members on Xbox live.To purchase the products off market place a hard drive is needed to store the products. In order to download priced content users are required to purchase Microsoft Points for use as scrip. Not all products have a price, as some are free to download.

Arcade

Xbox Live Arcade is an online service operated by Microsoft that is used to distribute video games to Xbox and Xbox 360 owners. The service was first launched in late 2004 and offers games from about $5 to $15 USD. In late 2005, Xbox Live Arcade was relaunched with the release of the Xbox 360 in which new games and features were offered. The games are generally aimed toward more casual gamers, examples of some of the more popular among them are Geometry Wars: Retro Evolved, Street Fighter II' Hyper Fighting, and UNO.

Software

Interface

A unique feature of the console is its robust graphical user interface, the Xbox 360 Dashboard; a tabbed interface that features four "Blades". It can be launched automatically when the console boots up without a disc, or when the disc tray is ejected; or the user may choose to launch a game automatically if a disk is inserted. A simplified version of it can also be accessed at any time via the Xbox Guide button on the gamepad. This simplified version shows the user's gamercard, Xbox Live messages and friends list. It also allows for personal and music settings, in addition to voice or video chats.

Dashboard Version Information:

  • Base Kernel Version (Retail): 2.0.1888
  • Current Dashboard Version: 2.0.2858 Release date: 6/13/06
    • Upgrades in current version[10] include:
      • New slideshow options have been added for Photo Viewing, which can save folder layout between sessions.
      • DVD playback can resume playing from where it was stopped last time.
      • Background downloading (allows multiple downloads)
      • Reorganized Xbox Live Marketplace
      • The option to boot to either disk or dashboard in the settings menu

Microsoft XNA

Microsoft XNA is a set of tools and technologies which include XNA Studio which provides versions of key production tools such as asset management, defect tracking, project automation and work lists. These tools are designed to work together to automate common development tasks and present interfaces tailored to the different functions within the team. John Carmack stated at QuakeCon 2005 that the Xbox 360 has "the best development environment I've seen on a console."[11] Microsoft XNA also includes other components such as the XNA Framework and XNA Build.

Backward compatibility

Backward compatibility is achieved through software emulation of the original Xbox. Emulated games offer graphical enhancements because they are rendered in 720p resolution with anti-aliasing enabled rather than the Xbox standard of 480p. Some games also benefit from an improvement in the rendered draw distance, possibly due to the system's greater memory bandwidth. However there are also games that do not perform well in emulation; these often exhibit a lower framerate on the Xbox 360.[12] A hard drive is required to enable backward compatibility. Updated emulation profiles can be obtained through Xbox Live, by burning a CD with profiles downloaded from Xbox.com, or by ordering an update disc from Microsoft.[13] The full list of backward-compatible games is maintained at Xbox.com. Although the current U.S. list includes over 200 games, fewer titles are backward compatible in European and Japanese markets.[14] Microsoft has stated that they intend to release more emulation profiles as they become available, with a goal of making the entire Xbox library playable on the Xbox 360. They have since made multiple statements indicating that this may never be complete, and the rate of updates to the backwards compatibility list is in line with this stated attitude.[15]

Game library

Below is a list of some popular games that have or will be released on the Xbox 360.

File:1504-t.jpg
Perfect Dark Zero, Microsoft's flagship launch title

First party

Second Party

Third Party

Hardware

Central processing unit

File:IBMxenon.jpg
Xbox 360 CPU with some thermal paste left on it

The CPU, named Xenon (Microsoft) or Waternoose (IBM) is a custom IBM triple-core PowerPC-based design.[16]

Graphics processing unit

File:R500gpu.jpg
Xbox 360 GPU; note the smaller eDRAM die to the left of the main Xenos die

The "Xenos" GPU is a custom chip designed by ATI. (Developed under the name "C1", sometimes "R500")[18] The chip contains two separate silicon dies: the parent GPU and the daughter eDRAM.

  • 338 million transistors total (232 million parent shader die+105 million EDRAM daughter die)
  • 500 MHz parent GPU (90 nm TSMC process, 232 million transistors)
  • 500 MHz 10 MiB daughter Embedded DRAM framebuffer (90 nm process, 105 million transistors)
  • 48-way parallel floating-point dynamically-scheduled shader pipelines
    • Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
    • Support for a superset of DirectX 9.0 and Shader Model 3.0
    • 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)[20]
    • 120 billion shader operations per second
    • 240 GFLOPS programmable[20]
  • 16 filtered or unfiltered texture samples per clock
  • Maximum polygon performance: 500 million triangles per second
  • Texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
  • Pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)[18]
  • Dot product operations: 24 billion per second or 33.6 billion per second theoretical maximum when summed with CPU operations
  • Cooling: Both the GPU and CPU of the console have heatsinks. The CPU's heatsink uses heatpipe technology, to efficiently conduct heat from the CPU to the fins of the heatsink.[21] The heatsinks are actively cooled by a pair of 60 mm exhaust fans that push the air out of the case (negative case pressure).

Memory and system bandwidth

Xbox 360 Bandwidth Diagram
Xbox 360 Bandwidth Diagram

Memory

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)

Audio and video

  • All games must support at least six channel Dolby Digital surround sound using optical output
  • Support for 48 kHz 16-bit audio
  • 320 independent decompression channels
  • 32 bit processing
  • 256+ audio channels
  • No voice echo to game players on the same console; voice goes only to remote consoles
  • Voice communication is handled by the console, not by the game code. This allows players to communicate online even if they are playing different games.
  • Uses XMA codec
  • The GPU can dynamically crop the image to fit the user's screen.

Supported resolutions[22]

  • 640 x 480 P/I
  • 848 x 480
  • 1024 x 768
  • 1280 x 720 P/I
  • 1280 x 768
  • 1280 x 1024
  • 1360 x 768
  • 1920 x 1080 I

Supported codecs

Storage

  • Optical
    • DVD: (12x, 16.0 MB/s) Xbox 360 DL DVD-ROM (7GB usable[23]), DVD-Video, DVD-R, DVD-RW, DVD+R, DVD+RW.
    • CD: CD-DA, CD-R/RW, CD-ROM XA, CD-Extra, WMA-CD, MP3-CD, and JPEG Photo CD
    • HD DVD: Optional external drive planned for release Q4 2006
  • 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 Memory Unit: Announced, planned for release Q4 2006

Components and accessories

  • Controllers: Up to four controllers, either wired or wireless.
  • Xbox 360 Wireless Racing Wheel: Includes force feedback, used for racing games
  • Faceplates: Used to change the look of the front of the console.
  • HD DVD Drive: An external drive used to play HD DVDs to be released in Q4 2006.
  • Detachable Hard Drive: An optional detachable SATA 20 GB hard drive. Used for the storage of games, music, and other content.
  • Memory Unit: A portable device to save data.
  • Play and Charge Kit: Allows the controller to be recharged while playing a game by plugging the controller into a USB port.
  • Wireless Network Adapter: A Wi-Fi adapter (802.11a/g/b) to connect to Xbox Live, or a home network through a wireless router.
  • Headset: Headset used for communication over Xbox Live, wired and wireless versions available.
  • Live Vision Camera: An Xbox 360 branded webcam.
  • Universal Media Remote: Assists in the playing of DVD movies and music.

Miscellaneous

Console

  • Weight 3.5 kg (7.7 lb)
  • 29.5 x 25.8 x 8.3 cm (12.16 x 10.15 x 3.27 in)

External power supply

  • 21.3 x 7.6 x 5.7 cm (8.4 x 3 x 2.25 in)
  • 5 amps / 100-120V A/C input and D/C output of 203W.

Other

Sales figures

Total: "Approximately" 5 million consoles sold[25](as of the end of June 2006)

  • Quarterly Data
    • Q4 2005, 1.5 million units shipped[26]
    • Q1 2006, 1.7 million units shipped[27]
    • Q2 2006, 1.8 million units shipped[28]
  • Forcasted total estimates:
    • Q4 2006, 10 million units[5]
    • Q2 2007, 15 million units[29]

References

  1. ^ "QUARTERLY REPORT ON FORM 10-Q". Microsoft. 2006-04-24. Retrieved 2006-08-10.
  2. ^ "Microsoft Reports Fourth Quarter Results and Announces Share Repurchase Program". Microsoft. 2006-07-20. Retrieved 2006-08-10.
  3. ^ Brightman, James (2006-07-20). "Microsoft sells approximately 5 million Xbox 360's". GameDaily BIZ. Retrieved 2006-07-21.
  4. ^ Joey Alarilla (May 8, 2006). "Microsoft Philippines to launch Xbox 360". INQ7.
  5. ^ a b Vladimir Cole. "Engadget & Joystiq's live coverage of Microsoft's Xbox 360 E3 event". Engadget. Retrieved 2006-05-23.
  6. ^ "Nintendo's Wii may get early launch", CNN Money, July 5, 2006
  7. ^ "Xbox 360 sells out within hours", BBC, December 2 2005
  8. ^ "Microsoft FY2006 Quarter 2 report, page 14" (Powerpoint). Microsoft. January 26, 2006.
  9. ^ Arik Hesseldahl (November 22, 2005). "Microsoft's Red-Ink Game". BusinessWeek. McGraw-Hill.
  10. ^ Dashboard updates
  11. ^ John Carmack on XNA
  12. ^ "Backward Compatibility Playtest", ign.com, 11 January 2006
  13. ^ "Backward Compatibility FAQ", xbox.com, 7 February 2006
  14. ^ "Backward Compatibility Games List", Microsoft Japan
  15. ^ "Q & A: Backward Compatibility", xbox.com
  16. ^ "Application-customized CPU design", Brown, Jeffery, IBM developerWorks, 2005
  17. ^ "Xbox 360 getting new CPU", GameSpot, 23 April, 2006
  18. ^ a b Wavey Dave Baumann. "ATI Xenos: XBOX 360 Graphics Demystified". Beyond3D. Retrieved 2006-04-11.
  19. ^ ATI engineers by way of Beyond 3D's Dave Baumann.
  20. ^ a b "Xbox 360 & PlayStation 3 performance comparison". IGN. Retrieved 2006-05-25.
  21. ^ "Xbox 360 cooling hardware images"
  22. ^ Xbox 360 High Def Details
  23. ^ "New Xbox360 Tech Info From CEDEC", GamersReports, 9 September 2005
  24. ^ "Xbox 360: Feel the Power", Microsoft
  25. ^ "Microsoft Reports Fourth Quarter Results", www.microsoft.com
  26. ^ "Microsoft ships 1.5 million Xbox 360 units in Q4", www.tgdaily.com, 26 January 2006
  27. ^ "Xbox marks the sore spot", money.cnn.com, 28 April 2006
  28. ^ [1] "Fourth Quarter & fiscal Year 2006 Results", www.microsoft.com, 20 July 2006
  29. ^ "15 million shipped in 18 months"