RADEON

ATI Xbox 360 E GPU

AMD graphics card specifications and benchmark scores

512 MB
VRAM
MHz Boost
120W
TDP
128
Bus Width

At a Glance

AMD
VRAM 512 MB
Shaders 240
Bus Width 128-bit
TDP 120W
Memory Type GDDR3
Architecture TeraScale
nm
Process 45 nm
Released Jun 2013

ATI Xbox 360 E GPU Specifications

GPU Core

Shader units and compute resources

The ATI Xbox 360 E GPU GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

Shading Units
240
Shaders
240
TMUs
16
ROPs
8
Compute Units
3

ATI Xbox 360 E GPU Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the ATI Xbox 360 E GPU's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The ATI Xbox 360 E GPU by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
500 MHz
Memory Clock
700 MHz 1400 Mbps effective
GDDR GDDR 6X 6X

AMD's ATI Xbox 360 E GPU Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Xbox 360 E GPU's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
512 MB
VRAM
512 MB
Memory Type
GDDR3
VRAM Type
GDDR3
Memory Bus
128 bit
Bus Width
128-bit
Bandwidth
22.40 GB/s

ATI Xbox 360 E GPU Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the ATI Xbox 360 E GPU against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

FP32 (Float)
240.0 GFLOPS
Pixel Rate
4.000 GPixel/s
Texture Rate
8.000 GTexel/s

TeraScale Architecture & Process

Manufacturing and design details

The ATI Xbox 360 E GPU is built on AMD's TeraScale architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the ATI Xbox 360 E GPU will perform in GPU benchmarks compared to previous generations.

Architecture
TeraScale
GPU Name
Xenos Corona
Process Node
45 nm
Foundry
TSMC
Transistors
372 million
Die Size
168 mm²
Density
2.2M / mm²

Power & Thermal

TDP and power requirements

Power specifications for the ATI Xbox 360 E GPU determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the ATI Xbox 360 E GPU to maintain boost clocks without throttling.

TDP
120 W
TDP
120W

ATI Xbox 360 E GPU by AMD Physical & Connectivity

Dimensions and outputs

Physical dimensions of the ATI Xbox 360 E GPU are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Length
264 mm 10.4 inches
Height
254 mm 10 inches
Display Outputs
1x HDMI 1.2
Display Outputs
1x HDMI 1.2

AMD API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the ATI Xbox 360 E GPU. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
9.0c (9_3)
DirectX
9.0c (9_3)
Shader Model
3.0

ATI Xbox 360 E GPU Product Information

Release and pricing details

The ATI Xbox 360 E GPU is manufactured by AMD as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the ATI Xbox 360 E GPU by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
AMD
Release Date
Jun 2013
Launch Price
299 USD
Production
End-of-life

About ATI Xbox 360 E GPU

The ATI Xbox 360 E GPU, built on AMD’s TeraScale architecture with the Xenos Corona chip, is a console-class part manufactured by TSMC on a 45 nm process. It packs 372 million transistors into a 168 mm² die, yielding a transistor density of 2.2M per mm². The GPU is positioned at the 50th percentile among all GPUs, with an average benchmark score of zero, reflecting its end-of-life production status and console-specific design rather than a lack of compute capability.

Benchmark Performance

The benchmark data for the ATI Xbox 360 E GPU is sparse—no synthetic scores are listed, and the average benchmark score sits at 0. This absence of direct measurements makes percentile placement the primary comparative tool. At the 50th percentile, this GPU sits exactly in the middle of the entire GPU landscape, meaning half of all tracked GPUs perform better and half perform worse. That midline placement is notable for a console GPU from 2013, as it suggests the silicon was competitive at launch but has since been overtaken by the vast majority of modern discrete cards.

Without nearestRivals data, direct percentage deltas cannot be computed. However, the raw compute figures provide a baseline. The GPU delivers 240.0 GFLOPS of FP32 performance, a figure that anchors its position in the low-to-mid range of the historical performance spectrum. Pixel rate is 4.000 GPixel/s, and texture rate is 8.000 GTexel/s. These numbers align with a GPU designed for fixed-resolution console gaming rather than variable desktop workloads. The 240 shading units, 16 texture mapping units, and 8 raster output units form a balanced configuration for 720p-era rendering.

Interpretation of the 50th percentile must account for the benchmark database’s inclusion of integrated, laptop, and older discrete GPUs. The Xbox 360 E GPU’s position indicates that while it is not a high-end part by modern standards, it outperforms a substantial fraction of legacy and low-power silicon. The lack of any benchmark scores in the FACT PACK means that real-world game performance cannot be extrapolated beyond the architectural specs—the data shows a part that was mid-pack at best, with compute capabilities roughly one-quarter of a teraflop.

Ray Tracing and Feature Set

The ATI Xbox 360 E GPU does not include dedicated ray tracing cores or tensor cores—both fields are null in the FACT PACK. This is consistent with its TeraScale architecture, which predates the hardware-accelerated ray tracing found in later generations. The feature set relies entirely on traditional rasterization techniques, with DirectX support limited to 9.0c (9_3). This API level means the GPU cannot execute DirectX 10, 11, or 12 workloads, restricting it to shader model 3.0 and earlier effects.

OpenGL and Vulkan support are also absent from the FACT PACK, leaving DirectX 9.0c as the sole API pathway. For display output, the GPU provides a single HDMI 1.2 connector. This interface supports 1080p video output but lacks the bandwidth for higher resolutions or high refresh rates. The lack of tensor cores further eliminates any AI-accelerated features such as DLSS or similar upscaling technologies. In sum, the feature set is a snapshot of early-2010s console graphics: fixed-function hardware, no ray tracing, and a narrow API surface.

The absence of RT and tensor cores is not a deficiency in context—this GPU was designed for a home console with a fixed feature set, not for evolving desktop standards. The data indicates that any modern rendering technique requiring DirectX 11 or later, hardware ray tracing, or compute-based AI is unsupported. This limits its utility to legacy titles and emulation scenarios.

Who Should Consider It

Given the 50th percentile standing and the compute profile, the ATI Xbox 360 E GPU is suited only for scenarios where its specific console heritage is the primary requirement. The 512 MB of GDDR3 memory on a 128-bit bus delivers 22.40 GB/s of bandwidth, which is adequate for 720p gaming at medium settings in titles from its era. Benchmark results, though absent numerically, imply that this GPU cannot handle modern 1080p releases—the 240.0 GFLOPS FP32 figure is orders of magnitude below current entry-level discrete cards.

For resolution and settings guidance, the data supports 720p as the practical ceiling. The 4.000 GPixel/s pixel rate means that filling a 1080p frame (approximately 2.07 million pixels) would take roughly 0.52 milliseconds just for rasterization, before any shading or texturing. The 8.000 GTexel/s texture rate further constrains complexity—modern games with high-resolution textures would quickly saturate the 16 TMUs. The 8 ROPs are the bottleneck for fill-rate-heavy effects like anti-aliasing.

This GPU is not a candidate for any current gaming workload. It is best considered by collectors, developers targeting the original Xbox 360 hardware, or those running legacy software that requires DirectX 9.0c and cannot run on newer APIs. For anyone else, the 50th percentile position and the absence of any modern feature set make it a non-starter. The 2013 release date and end-of-life production status reinforce that this is historical hardware, not a practical purchase.

Power and Cooling

The ATI Xbox 360 E GPU has a thermal design power (TDP) of 120 W. This is a fixed console part, so the TDP reflects the entire graphics subsystem’s draw, not just the GPU die. No suggested PSU wattage is provided in the FACT PACK, and no power connector specifications are listed. Because this is an integrated console GPU, there is no external power connector—the console’s internal power supply handles delivery.

Cooling requirements are not specified, but the 120 W TDP is moderate by desktop standards. The GPU’s physical dimensions—264 mm in length, 254 mm in height, and 67 mm in width—suggest a compact board that fits within the Xbox 360 E console chassis. The 45 nm process node from TSMC is relatively power-inefficient by modern standards, but 120 W is manageable with a capable air cooler, which the console provides.

The absence of a suggested PSU rating is notable—this GPU cannot be installed in a desktop PC without extensive modification, and the FACT PACK lists no bus interface or power connectors, confirming it is not a standalone card. The 120 W TDP should be interpreted as the thermal envelope for the entire console’s graphics package, not a component-level specification. Users should not attempt to adapt this GPU to a standard ATX power supply, as no connector compatibility exists.

How It Compares

The FACT PACK lists no nearest rivals for the ATI Xbox 360 E GPU, leaving its comparative position defined solely by the 50th percentile and the absence of benchmark scores. Without rival names or deltaPct values, a direct performance comparison is impossible from the data. What can be stated is that the GPU’s 50th percentile rank places it below the majority of dedicated desktop GPUs released after 2015, but above many integrated graphics solutions from the same era.

The lack of rival data means the GPU must be evaluated on its own merits. Its 240.0 GFLOPS FP32 performance is approximately one-quarter of a modern entry-level discrete GPU’s output, though the comparison is unfair given the decade gap. The 22.40 GB/s memory bandwidth is similarly constrained by the 128-bit bus and GDDR3 type—modern GPUs use GDDR6 or GDDR6X with 256-bit or wider buses. The 8 ROPs and 16 TMUs are sufficient for 720p but would bottleneck at higher resolutions.

In the absence of nearestRivals, the percentile score becomes the only external reference. A 50th percentile GPU means that, within the database’s historical record, exactly half of all GPUs are slower and half are faster. This places the Xbox 360 E GPU in the same tier as mid-range cards from 2010-2012, such as entry-level Radeon HD 6000-series parts, though those specific comparisons are not in the FACT PACK and cannot be cited. The data supports a characterization of the GPU as a capable 720p performer for its time, but obsolete by modern standards.

FAQ

Q: What is the ATI Xbox 360 E GPU’s position among all GPUs?

A: The GPU sits at the 50th percentile among all GPUs in the database, meaning it performs better than half of all tracked GPUs and worse than the other half.

Q: Does the GPU support hardware ray tracing?

A: No. The FACT PACK lists no ray tracing cores and no tensor cores, and the architecture (TeraScale) predates hardware-accelerated ray tracing.

Q: What DirectX version does this GPU support?

A: It supports DirectX 9.0c (9_3), which limits it to shader model 3.0 and earlier effects. No OpenGL or Vulkan support is listed.

Q: How much memory does the GPU have, and what is the bandwidth?

A: The GPU has 512 MB of GDDR3 memory on a 128-bit bus, providing 22.40 GB/s of bandwidth.

Q: What is the GPU’s thermal design power?

A: The TDP is 120 W. No suggested PSU or power connector specifications are provided, as this is an integrated console GPU.

Q: Is the GPU still in production?

A: No, the production status is end-of-life. The release date is 2013-06-09, and the launch MSRP was 299 USD.

Detailed benchmark scores and charts for the ATI Xbox 360 E GPU are below.

Benchmark Scores

No benchmark data available for this GPU.

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