The Xbox One Hardware Information Thread

Troublegum

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Sep 13, 2013
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There is a surprising amount of technical information available online about the Xbox One hardware but it is all over the place. The purpose of this thread is to gather together all these links to this information in one place. That's not to say this is a comprehensive list of resources but it's a start. This is something to be added to when a new piece of information arises, but I also encourage you all to post the obvious ones that have slipped out of my porous brain.

SoC and Kinect Hotchips presentation by Microsoft's John Sell and Patrick O'Conner
This is a great presentation that outlines many parts of the Xbox One's SoC and Kinect in clear pdf slides.


VGleaks Xbox One articles
The original source for Xbox One spec leaks copied from official Microsoft documents gained by slightly unsavoury means. This still remains the best place for really in depth technical information on the various parts of Xbox One. NOTE - the information presented here is before the CPU and GPU clock speed and ESRAM bandwidth increases.

CPU
GPU
Move Engines
Display Planes
Audio


Building Xbox One: An inside look at Microsoft's play for the next generation of gaming
Excellent article which, while not detailing too much tech spec info, does provide a great insight into the inner workings of Microsoft's Xbox hardware team.


Xbox One Revealed
Wired article that contains some high resolution photos of the Xbox One Motherboard.
http://images.anandtech.com/doci/6972/20130514-XBOX-ONE-TEARDOWN-015.jpg


Digital Foundry vs. the Xbox One architects
Eurogamer interview deep dive with Microsoft technical fellow Andrew Goossen and Hardware Architecture Team Manager Nick Baker. Some great details on why specific hardware decisions were made.


Microsoft to unlock more GPU power for Xbox One developers
Follow on Eurogamer article that details the GPU system allocation, ROPS, render pipes and game resolutions



Digital Foundry: the complete Xbox One architects interview
The complete unedited Eurogamer interview with the Xbox One architects. Contains more details on their GPGPU approach and ESRAM




Xbox One Architecture Panel

The post reveal architecture panel hosted by Major Nelson with added CAPTIONS!

msg8cj.png




The Xbox One Wikipedia page really needs improving with a dedicated hardware sub section, which I thought about doing but really couldn't muster up the energy for.
 
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Thanks for the thread. What I really want to know is: what don't we officially know (if anything)? I don't mean something secret, I just mean are there hardware specs that haven't been revealed yet? Not counting speculation either.
 
Thanks for the thread. What I really want to know is: what don't we officially know (if anything)? I don't mean something secret, I just mean are there hardware specs that haven't been revealed yet? Not counting speculation either.

Sorry I can't help, but AFAIK the NDA hasn't been lifted yet, so we only got the games to judge from, and that looks really GOOOD
 
Does anyone know if there really is an NDA in place, or is that speculation also?
 
Good Thread!
A small suggestion: the color green for the links is almost unreadable with "The Union Mid-Tone Style" on. I suggest you tu use a darker tone :)
 
@Troublegum Thank you for the compilation of info! It's very convenient and they are all good reads. Reading about the Move Engines right now :D
 
LOL why not? Seems such a silly gimick for home entertainment. My personal opinion is to keep 3D at the theatres, giving people some kind of reason to go to the theatre instead of pirating the movie or just waiting until a disc copy is released. In terms of retail around where I live it seems to be dwindling in terms of being a fad.
 
LOL why not? Seems such a silly gimick for home entertainment. My personal opinion is to keep 3D at the theatres, giving people some kind of reason to go to the theatre instead of pirating the movie or just waiting until a disc copy is released. In terms of retail around where I live it seems to be dwindling in terms of being a fad.
In Gaming Its pretty decent in many cases also in movies/home movies. Now netflix has 3d streaming which is sweet as well.
 
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We can even close it as long as the OP can edit the original post to add more links and info. Is that even possible?

Not from what I can tell. A thread can be either locked or not. I suppose we could lock it, then if he wanted to add to it, he could send me a message asking for it to be unlocked, and then I could lock it up again after he was finished. Seems like a lot of trouble. Let's just see how this goes (famous last words).
 
Not from what I can tell. A thread can be either locked or not. I suppose we could lock it, then if he wanted to add to it, he could send me a message asking for it to be unlocked, and then I could lock it up again after he was finished. Seems like a lot of trouble. Let's just see how this goes (famous last words).
LOL I think leaving it open is not a bad idea, others can add more obscure articles perhaps? For the most part UVGF has behaved well and kept the tickling in the tickle threads
 
Good post/article here on the esram. I'm not copying the whole article, just the important points....vids/pics/full article at the link:

http://www.giantbomb.com/forums/xbo...-32mb-to-6gb-worth-of-texture-1448545/?page=1

X1 eSRAM + DX 11.2. From 32Mb to 6GB worth of textures.

Thanks to the hardware based tiled resources support added in DX11.2. The video has a lot of boring technical speak in the beginning but they demonstrate it with a couple of videos as well. The first is a demo of Mars that starts at 17:30.

http://channel9.msdn.com/Events/Build/2013/4-063

So how does it work in layman's terms? Typically in a video game whenever a textured object is displayed, like say a high resolution brick texture for a road, the entire texture is compressed and stored entirely in RAM and takes up its respective size of RAM. Textures are the biggest RAM consumers by a large margin compared to everything else that needs to be stored in RAM.

With partial resident textures, or tiled resources, or as Microsoft likes to call it, the texture is split up into smaller tiles allowing you to load only the tiles necessary to be displayed at a particular detail level. So for our stretched road, it's not really necessary to display all the detail you need at 1 foot away, for the portion of the road that might be 50 feet away from the player's camera.

In the presentation, Mars is textured using two textures: A 1GB diffuse map and a 2GB normal map for a total of 3GBs of textures.

Using tiled textures they were able to texture the same scene using only 16Mb of RAM.
......
While texture tiling has been done in software before, it had certain limitations. By moving it to hardware the limitations were removed. Without going into all the technical details, the benefits of removing these limitations are impressive enough that it allows developers to store texture data sizes that previously took up 3GB of RAM in only 16Mb of RAM! Not only does it offer a drastic reduction in size, but it can also allow more detailed worlds than before since now developers have a lot more texture storage available.

In addition to textures, and presumably the reason Microsoft prefers to call this partial resident resources, is because this technique can also be applied to other areas such as shadows through shadow mapping. It's demonstrated in the video at 22:40.
..........

For the X1 this is particularly important since using this technique the 32Mb of eSRAM can theoretically be capable of storing up to 6GB worth of tiled textures going by those numbers. Couple the eSRAM's ultra fast bandwidth with tiled texture streaming middleware tools like Granite, and the eSRAM just became orders of magnitute more important for your next gen gaming. Between software developments such as this and the implications of the data move engines with LZ encode/decode compression capabilities on making cloud gaming practical on common broadband connections, Microsoft's design choice of going with embedded eSRAM for the Xbox One is beginning to make a lot more sense. Pretty amazing.
 
Good post/article here on the esram. I'm not copying the whole article, just the important points....vids/pics/full article at the link:

http://www.giantbomb.com/forums/xbo...-32mb-to-6gb-worth-of-texture-1448545/?page=1

X1 eSRAM + DX 11.2. From 32Mb to 6GB worth of textures.
I am not accepting this, according to one anonymous dev(who possibly has never worked on the x1) ESRAM is harder to work with than cell was when the ps3 was first released and lacked decent SDK support. Microsoft obviously doesn't know what they're doing and have moneyhatted Giant Bomb into doing a goos article. Also Microsoft themselves said x1 supports DX11.1+(the plus means Glide, from the 90s, Ms only uses ancient techniques).
 
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I am not accepting this, according to one anonymous dev(who possibly has never worked on the x1) ESRAM is harder to work with than cell was when the ps3 was first released and lacked decent SDK support. Microsoft obviously doesn't know what they're doing and have moneyhatted Giant Bomb into doing a goos article. Also Microsoft themselves said x1 supports DX11.1+(the plus means Glide, from the 90s, Ms only uses ancient techniques).

That's not an article, it's a forum post.
 
I am not accepting this, according to one anonymous dev(who possibly has never worked on the x1) ESRAM is harder to work with than cell was when the ps3 was first released and lacked decent SDK support. Microsoft obviously doesn't know what they're doing and have moneyhatted Giant Bomb into doing a goos article. Also Microsoft themselves said x1 supports DX11.1+(the plus means Glide, from the 90s, Ms only uses ancient techniques).

I can't tell if you're doing a parody of gaf or just trolling

Xbox 1 supports DX11.2
 
I can't tell if you're doing a parody of gaf or just trolling

Xbox 1 supports DX11.2

Parody of GAF and ppl going out of their way to find flaws on one system but refuse to see the blatant ones about the console of their choice.

Edit: as for DX I know :p