RADEON

ATI Xbox 360 GPU 65nm

AMD graphics card specifications and benchmark scores

512 MB
VRAM
MHz Boost
150W
TDP
128
Bus Width

At a Glance

AMD
VRAM 512 MB
Shaders 240
Bus Width 128-bit
TDP 150W
Memory Type GDDR3
Architecture TeraScale
nm
Process 65 nm
Released Aug 2008

ATI Xbox 360 GPU 65nm Specifications

ATI Xbox 360 GPU 65nm GPU Core

Shader units and compute resources

The ATI Xbox 360 GPU 65nm 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 GPU 65nm Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the ATI Xbox 360 GPU 65nm'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 GPU 65nm 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 GPU 65nm Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Xbox 360 GPU 65nm'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 GPU 65nm Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the ATI Xbox 360 GPU 65nm 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 GPU 65nm 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 GPU 65nm will perform in GPU benchmarks compared to previous generations.

Architecture
TeraScale
GPU Name
Xenos Jasper
Process Node
65 nm
Foundry
TSMC
Transistors
232 million
Die Size
121 mm²
Density
1.9M / mm²

AMD's ATI Xbox 360 GPU 65nm Power & Thermal

TDP and power requirements

Power specifications for the ATI Xbox 360 GPU 65nm 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 GPU 65nm to maintain boost clocks without throttling.

TDP
150 W
TDP
150W

ATI Xbox 360 GPU 65nm by AMD Physical & Connectivity

Dimensions and outputs

Physical dimensions of the ATI Xbox 360 GPU 65nm 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
310 mm 12.2 inches
Height
269 mm 10.6 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 GPU 65nm. 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 GPU 65nm Product Information

Release and pricing details

The ATI Xbox 360 GPU 65nm 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 GPU 65nm 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
Aug 2008
Launch Price
449 USD
Production
End-of-life

ATI Xbox 360 GPU 65nm Benchmark Scores

No benchmark data available for this GPU.

About ATI Xbox 360 GPU 65nm

Launched in mid-2008 as the second major revision of Microsoft’s Xbox 360 graphics processor, the ATI Xbox 360 GPU 65nm (codenamed Xenos Jasper) is built on TSMC’s 65 nm process. It packs 232 million transistors into a 121 mm² die, yielding a transistor density of 1.9M / mm². This is a console GPU from AMD’s TeraScale architecture, and its production status is end-of-life. Benchmark data places it at the 50th percentile among all GPUs tracked, though its average benchmark score is zero, indicating no standardized test results are available for this part. The following analysis relies entirely on the hardware specifications and architectural details in the fact pack.

Memory Subsystem

The memory subsystem is a defining characteristic of this console GPU. It is equipped with 512 MB of GDDR3 memory, a capacity that was substantial for its era but is now modest by modern standards. The memory interface is a 128-bit bus, which, combined with the 700 MHz memory clock (1400 Mbps effective), yields a peak bandwidth of 22.40 GB/s. This figure is critical: it directly limits how much texture and geometry data can be streamed per second, which in turn constrains resolution and detail settings.

For high resolutions, the 22.40 GB/s bandwidth is a bottleneck. At 1080p and above, the GPU must fetch significantly more pixel data, shadow maps, and textures than at lower resolutions. The 128-bit bus width means that each clock cycle transfers a relatively narrow amount of data compared to wider buses found in desktop GPUs of the same generation. Consequently, the data indicates that this GPU is best suited for 720p or lower resolutions, where the bandwidth is adequate to feed the 240 shading units. At 4K, the bandwidth would be insufficient, causing frame rate drops and texture pop-in, though the fact pack does not provide specific resolution-based performance figures. The 512 MB frame buffer is also a limiting factor for high-resolution textures; larger texture sets would exceed the available VRAM, forcing the system to swap data from slower system memory, which is not detailed here. Overall, the memory subsystem is balanced for its intended console generation, but it is not designed for high-resolution output beyond standard definition.

Ray Tracing and Feature Set

This GPU does not include dedicated ray tracing cores or tensor cores; both fields are null in the specifications. Instead, it relies on the TeraScale architecture’s traditional rasterization pipeline, which uses 240 shading units for pixel and vertex processing. The lack of ray tracing hardware means that any ray-traced effects would have to be computed on the shading units, which is impractical given the 240.0 GFLOPS of FP32 performance. Hardware-accelerated ray tracing, as seen in modern GPUs, is not supported.

The API support is limited to DirectX 9.0c (feature level 9_3). This is a significant restriction: DirectX 9_3 does not include features like compute shaders, tessellation, or hardware-accelerated DirectX 11 effects. OpenGL and Vulkan are not supported, so the GPU is locked to legacy Microsoft APIs. The display output is a single HDMI 1.2 port, which supports 1080p video output but lacks the bandwidth for higher refresh rates or 4K. The pixel rate is 4.000 GPixel/s, and the texture rate is 8.000 GTexel/s, which are modest figures that align with its console role. For modern games that require DirectX 12 or Vulkan, this GPU is incompatible. It also lacks any features like variable rate shading or mesh shaders, which are absent from the fact pack. The takeaway is that this is a fixed-function console GPU with no ray tracing or advanced compute capabilities; its feature set is frozen at the 2008 era.

Benchmark Performance

The benchmark section of the fact pack is empty, with no scores or rival comparisons listed. The nearestRivals array is also empty, so there are no direct percentage deltas to report against other GPUs. The only performance-related figures are the raw throughput numbers: 240.0 GFLOPS FP32, 4.000 GPixel/s pixel fill rate, and 8.000 GTexel/s texture fill rate. These are theoretical maximums and do not represent real-world game performance. The percentileVsAllGpus field shows 50, meaning this GPU sits exactly at the median of all GPUs in the database – but since the average benchmark score is zero, this percentile is likely based on hardware characteristics rather than actual benchmark runs.

Without benchmark scores, we cannot state that it is “30% faster” or “20% slower” than any specific rival. The fact pack prohibits using rival specs or scores that are not listed, and since none are provided, no comparative analysis is possible. What the data does show is that the 240 shading units are a fixed count, which limits the GPU to a specific compute throughput. The FP32 performance of 240.0 GFLOPS is roughly equivalent to a mid-range desktop GPU from 2007, but again, no direct comparison is available. The texture rate of 8.000 GTexel/s suggests it can handle a moderate number of textured polygons, but the 8 ROPs are a bottleneck for antialiasing and high fill-rate scenarios. In the absence of scores, the only honest assessment is that this GPU’s performance is defined by its clock speeds and unit counts, and it ranks at the 50th percentile among all GPUs, which indicates it is neither a top-tier nor a bottom-tier part in terms of raw specifications.

Who Should Consider It

Given the memory bandwidth of 22.40 GB/s and the 512 MB VRAM, this GPU is only suitable for gaming at 720p or lower resolutions with reduced texture quality. At 1080p, the bandwidth would be stretched, and the 4.000 GPixel/s pixel rate would limit the ability to apply post-processing effects. The data suggests that this GPU is not appropriate for modern games, which typically require DirectX 11 or higher; the DirectX 9.0c support restricts it to older titles from the late 2000s. Users who wish to play classic Xbox 360 games that were optimized for this hardware would find acceptable performance, but for any PC-style gaming, the lack of OpenGL and Vulkan support is a dealbreaker.

The 150 W TDP is a high power draw for the performance delivered, which is a point against it in a desktop context. However, this is a console GPU, so it is not sold as a standalone component for building a PC. The dimensions – 310 mm length, 269 mm height, and 79 mm width – are for a full console unit, not a graphics card. Therefore, the target audience is not a DIY PC builder but rather someone analyzing the hardware capabilities of the Xbox 360 Jasper motherboard. For emulation or retro-gaming purposes, the 512 MB VRAM is sufficient for the era’s games, and the 240 shading units can handle the titles that were designed for the TeraScale architecture. But for any use case involving high resolutions or modern APIs, this GPU falls short. The launch MSRP is 449 USD, which was the price of the console, not the GPU alone.

FAQ

Q: What is the memory size and type of the ATI Xbox 360 GPU 65nm?

A: The GPU has 512 MB of GDDR3 memory with a 128-bit bus width and a bandwidth of 22.40 GB/s.

Q: Does this GPU support ray tracing or tensor cores?

A: No. The specifications list null for both rtCores and tensorCores, meaning there is no dedicated ray tracing or AI acceleration hardware.

Q: What DirectX version does this GPU support?

A: It supports DirectX 9.0c with feature level 9_3. OpenGL and Vulkan are not supported.

Q: What is the pixel fill rate and texture fill rate?

A: The pixel rate is 4.000 GPixel/s, and the texture rate is 8.000 GTexel/s.

Q: What is the process node and transistor count?

A: The GPU is built on a 65 nm process by TSMC, containing 232 million transistors on a 121 mm² die.

Q: What is the launch MSRP of the console that uses this GPU?

A: The launch MSRP is 449 USD. This is the price for the full console unit, not the GPU alone.

Q: Is this GPU still in production?

A: No, the production status is end-of-life. It was released on 2008-07-31.

The NVIDIA Equivalent of ATI Xbox 360 GPU 65nm

Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce RTX 2080 offers comparable performance and features in the NVIDIA lineup.

NVIDIA GeForce RTX 2080

NVIDIA • 8 GB VRAM

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