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Thread: This info is DEAD WRONG...

  1. #1
    Registered User Cannibal Corpse's Avatar
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    Thumbs down This info is DEAD WRONG...

    Considering that is coming out of Planet X-BOX I am shocked:


    http://www.planetxbox.com/about/buyit/
    Best Regards,
    Cannibal Corpse

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  2. #2
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    Default

    I can't be bothered reading it, so wots dead wrong about it?????
    - Kiz

    The battle that will end all battles begins on November 15. One system will rise above the rest.......... Xbox

    My Xbox game purchases:
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  3. #3
    Registered User Cannibal Corpse's Avatar
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    Default

    The GPU speed is NOT 300MHz, but 250MHz and some other 'biased facts'...
    Best Regards,
    Cannibal Corpse

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    Default

    I don’t know what the white-paper specs are, but here are some figures that your link provide which I have received information that is different:

    Compressed textures available at 8:1 compression
    4 simultaneous textures
    300MHz custom 3D graphics processor by nVidia

    I heard the texture compression was (6:1) [same as GameCube]
    I heard 8 simultaneous textures
    I thought the GPU clocked at 250MHz (nVidia chipset) ?

    Anyone know which info I’ve heard is correct, and what’s bogus?

    ~

    eLoup
    Seattle

  5. #5
    Registered User Cannibal Corpse's Avatar
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    Default

    Ditto here:

    The 'Texture Compression Algorithym' is 6:1 not 8:1.

    Also the HDD capacity is 8GB and not 10GB.

    Lastly, the GPU speed is 250MHz and not 300MHz.
    Best Regards,
    Cannibal Corpse

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  6. #6

    Default a year old

    That article is over a year old I believe. In any case they should get rid of it or update it if it's wrong. I mean they even called nintendos the "Dolphin"
    "I play games, not consoles"

  7. #7
    Registered User RPGr's Avatar
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    Default

    I thought the GPU dropped to 233MHz?

  8. #8
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    Default

    lol everyones is so confused... we will have the correct info in two days when we get the box and have the manuel
    Taliesin of "Omega Squad"

    Games owned; GR, GRIT, Outlaw Volleyball, 2K3, Fever 2002, Matrix, Commandos, Halo, Splinter Cell, Brute Force, Fuzion Frezy, PGR, Tiger Woods 2003, Tetris Worlds, Crimson Skies

    Waiting for; Links 2004, Rainbow 6, Counter Strike, Ninja Gaiden,

  9. #9

    Default

    Man you see what people try to pick at? If something is inaccurate on their website dont come crying here like if someone ran over your dog. Jeez man, we are 2 days away from launch and they have to write this kind of garbage.

  10. #10
    GO SEAHAWKS!!!!!!!!!!!!!! l Maximus l's Avatar
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    Default

    lol...I just read another article, also a YEAR OLD that said that the XBox is scheduled to come out on November 8th! lol...who gives a rat's ass what an article said ONE ENTIRE YEAR AGO?

    Is this the best argument that a Nintendo or PS2 fanboy can stir up?

  11. #11
    Registered User Slash10's Avatar
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    Default Duh

    That report was written so long ago. There refering to Nintendo's sytem as Dolphin. I heard about the dolphin 2 years ago and last year some time it was anounced as Gamecube. So this report isnt acurate due to that.

  12. #12
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    Lightbulb Official Stats...

    End the confusion... Specs from Microsoft... *via ign.com

    CPU: 733 MHz chip crafted by Intel

    Graphics Processor: 250MHz custom chip named XGPU, developed by Microsoft and nVIDIA

    Total Memory: The RAM in the Xbox will be supplied by Micron, it will be 64 MB running at 200MHz DDR (Double-Data-Rate)

    Memory Bandwidth: 6.4 GB/sec

    Polygon Performance: 125 M/sec

    Sustained Polygon Performance: 100+ M/sec (transformed and lit polygons per second)

    Micropolygons/particles per second: 125 M/sec

    Particle Performance: 125 M/sec

    Simultaneous Textures: 4

    Pixel Fill Rate - No Texture: 4.0 G/Sec (anti-aliased)

    Pixel Fill Rate - 1 Texture: 4.0 G/Sec (anti-aliased)

    Compressed Textures: Yes (6:1)

    Full Scene Anti-Alias: Yes

    Micro Polygon Support: Yes

    Storage Medium: 2-5x DVD, 10GB hard disk, 8MB memory card

    I/0: 2-5x DVD, 10GB hard disk, 8MB memory card

    Audio Channels:64 (up to 256 stereo voices)

    3D Audio Support: Yes

    MIDI DLS2 Support: Yes

    AC3 Encoded Game Audio: Yes

    Broadband Enabled: Yes

    Modem Enabled: No

    DVD Movie Playback: Remote control package required

    Maximum Resolution: 1920x1080

    Maximum Resolution (2x32bpp frame buffers +Z): 1920x1080

    HDTV Support: Yes

    Controller Ports: 4 USB Ports

  13. #13
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    Talking Gamecube Specs.

    A little something to compare those with...
    From Nintendo.com
    NOTICE WHAT I PUT IN *



    NINTENDO GAMECUBE Specifications


    ***The peak figures listed are all for maximum instantaneous performance and cannot be achieved with the actual game. However, following the conventions in the game industry they are listed for your reference.***

    : ) That speaks for itself...

    Official Name NINTENDO GAMECUBE
    MPU("Microprocessor Unit")* IBM Power PC "Gekko"
    Manufacturing Process 0.18 microns Copper Wire Technology
    Clock Frequency 405 MHz
    CPU Capacity 925 Dmips (Dhrystone 2.1)
    Internal Data Precision 32bit Integer & 64bit Floating-point
    External Bus Bandwidth 1.6GB/second(Peak)
    External Bus Bandwidth 1.6GB/second(Peak) (32bit address, 64bit data bus 202.5MHz)
    Internal Cache L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
    Internal Cache L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
    System LSI "Flipper"
    Manufacturing Process 0.18 microns NEC Embedded DRAM Process
    Clock Frequency 202.5MHz
    Embedded Frame Buffer Approx. 2MB
    Embedded Frame Buffer Approx. 2MB Sustainable Latency : 5ns (1T-SRAM)
    Embedded Texture Cache Approx. 1MB Sustainable Latency : 5ns (1T-SRAM)
    Texture Read Bandwidth 12.8GB/second (Peak)
    Main Memory Bandwidth 3.2GB/second (Peak)
    Color, Z Buffer Each is 24bits
    Image Processing Function Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.
    Other Real-time Decompression of Display List, HW Motion Compensation Capability


    *The Gekko MPU integrates the power PC CPU into a custom, game-centric chip.

    (The following sound related functions are all incorporated into the System LSI)


    Sound Processor Special 16bit DSP
    Instruction Memory 8KB RAM + 8KB ROM
    Instruction Memory 8KB RAM + 8KB ROM
    Data Memory 8KB RAM + 4KB ROM
    Clock Frequency 101.25 MHz
    Maximum Number of Simultaneously Produced Sounds ADPCM: 64ch
    Sampling Frequency 48KHz
    System Floating-point Arithmetic Capability 13.0GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
    Actual Display Capability 6 million to 12 million polygons/second
    Actual Display Capability 6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)
    System Main Memory 24MB Sustainable Latency : 10ns or lower (1T-SRAM)
    A-Memory 16MB (100MHz DRAM)
    Disc Drive CAV (Constant Angular Velocity) System
    Disc Drive CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms
    Media 8cm NINTENDO GAMECUBE Disc based on Matsu****a's Optical Disc Technology
    Media 8cm NINTENDO GAMECUBE Disc based on Matsu****a's Optical Disc Technology Approx. 1.5GB Capacity
    Input/Output Controller Port x4
    Digicard Slot x2
    Analog AV Output x1
    Digital AV Output x1
    High-Speed Serial Port x2
    High-speed Parallel Port x1
    Power Supply AC Adapter DC12V x 3.5A
    Main Unit Dimensions 150mm(W) x 110mm(H) x 161mm(D)


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