Performance - An Update

The Chipworks PS4 teardown last week told us a lot about what’s happened between the Xbox One and PlayStation 4 in terms of hardware. It turns out that Microsoft’s silicon budget was actually a little more than Sony’s, at least for the main APU. The Xbox One APU is a 363mm^2 die, compared to 348mm^2 for the PS4’s APU. Both use a similar 8-core Jaguar CPU (2 x quad-core islands), but they feature different implementations of AMD’s Graphics Core Next GPUs. Microsoft elected to implement 12 compute units, two geometry engines and 16 ROPs, while Sony went for 18 CUs, two geometry engines and 32 ROPs. How did Sony manage to fit in more compute and ROP partitions into a smaller die area? By not including any eSRAM on-die.

While both APUs implement a 256-bit wide memory interface, Sony chose to use GDDR5 memory running at a 5.5GHz data rate. Microsoft stuck to more conventionally available DDR3 memory running at less than half the speed (2133MHz data rate). In order to make up for the bandwidth deficit, Microsoft included 32MB of eSRAM on its APU in order to alleviate some of the GPU bandwidth needs. The eSRAM is accessible in 8MB chunks, with a total of 204GB/s of bandwidth offered (102GB/s in each direction) to the memory. The eSRAM is designed for GPU access only, CPU access requires a copy to main memory.

Unlike Intel’s Crystalwell, the eSRAM isn’t a cache - instead it’s mapped to a specific address range in memory. And unlike the embedded DRAM in the Xbox 360, the eSRAM in the One can hold more than just a render target or Z-buffer. Virtually any type of GPU accessible surface/buffer type can now be stored in eSRAM (e.g. z-buffer, G-buffer, stencil buffers, shadow buffer, etc…). Developers could also choose to store things like important textures in this eSRAM as well, there’s nothing that states it needs to be one of these buffers just anything the developer finds important. It’s also possible for a single surface to be split between main memory and eSRAM.

Obviously sticking important buffers and other frequently used data here can definitely reduce demands on the memory interface, which should help Microsoft get by with only having ~68GB/s of system memory bandwidth. Microsoft has claimed publicly that actual bandwidth to the eSRAM is somewhere in the 140 - 150GB/s range, which is likely equal to the effective memory bandwidth (after overhead/efficiency losses) to the PS4’s GDDR5 memory interface. The difference being that you only get that bandwidth to your most frequently used data on the Xbox One. It’s still not clear to me what effective memory bandwidth looks like on the Xbox One, I suspect it’s still a bit lower than on the PS4, but after talking with Ryan Smith (AT’s Senior GPU Editor) I’m now wondering if memory bandwidth isn’t really the issue here.

Microsoft Xbox One vs. Sony PlayStation 4 Spec comparison
  Xbox 360 Xbox One PlayStation 4
CPU Cores/Threads 3/6 8/8 8/8
CPU Frequency 3.2GHz 1.75GHz 1.6GHz
CPU µArch IBM PowerPC AMD Jaguar AMD Jaguar
Shared L2 Cache 1MB 2 x 2MB 2 x 2MB
GPU Cores   768 1152
GCN Geometry Engines   2 2
GCN ROPs   16 32
GPU Frequency   853MHz 800MHz
Peak Shader Throughput 0.24 TFLOPS 1.31 TFLOPS 1.84 TFLOPS
Embedded Memory 10MB eDRAM 32MB eSRAM -
Embedded Memory Bandwidth 32GB/s 102GB/s bi-directional (204GB/s total) -
System Memory 512MB 1400MHz GDDR3 8GB 2133MHz DDR3 8GB 5500MHz GDDR5
System Memory Bus 128-bits 256-bits 256-bits
System Memory Bandwidth 22.4 GB/s 68.3 GB/s 176.0 GB/s
Manufacturing Process   28nm 28nm

In order to accommodate the eSRAM on die Microsoft not only had to move to a 12 CU GPU configuration, but it’s also only down to 16 ROPs (half of that of the PS4). The ROPs (render outputs/raster operations pipes) are responsible for final pixel output, and at the resolutions these consoles are targeting having 16 ROPs definitely puts the Xbox One as the odd man out in comparison to PC GPUs. Typically AMD’s GPU targeting 1080p come with 32 ROPs, which is where the PS4 is, but the Xbox One ships with half that. The difference in raw shader performance (12 CUs vs 18 CUs) can definitely creep up in games that run more complex lighting routines and other long shader programs on each pixel, but all of the more recent reports of resolution differences between Xbox One and PS4 games at launch are likely the result of being ROP bound on the One. This is probably why Microsoft claimed it saw a bigger increase in realized performance from increasing the GPU clock from 800MHz to 853MHz vs. adding two extra CUs. The ROPs operate at GPU clock, so an increase in GPU clock in a ROP bound scenario would increase performance more than adding more compute hardware.

The PS4's APU - Courtesy Chipworks

Microsoft’s admission that the Xbox One dev kits have 14 CUs does make me wonder what the Xbox One die looks like. Chipworks found that the PS4’s APU actually features 20 CUs, despite only exposing 18 to game developers. I suspect those last two are there for defect mitigation/to increase effective yields in the case of bad CUs, I wonder if the same isn’t true for the Xbox One.

At the end of the day Microsoft appears to have ended up with its GPU configuration not for silicon cost reasons, but for platform power/cost and component availability reasons. Sourcing DDR3 is much easier than sourcing high density GDDR5. Sony managed to obviously launch with a ton of GDDR5 just fine, but I can definitely understand why Microsoft would be hesitant to go down that route in the planning stages of Xbox One. To put some numbers in perspective, Sony has shipped 1 million PS4s thus far. That's 16 million GDDR5 chips, or 7.6 Petabytes of RAM. Had both Sony and Microsot tried to do this, I do wonder if GDDR5 supply would've become a problem. That's a ton of RAM in a very short period of time. The only other major consumer of GDDR5 are video cards, and the number of cards sold in the last couple of months that would ever use that RAM is a narrow list. 

Microsoft will obviously have an easier time scaling its platform down over the years (eSRAM should shrink nicely at smaller geometry processes), but that’s not a concern to the end user unless Microsoft chooses to aggressively pass along cost savings.

Introduction, Hardware, Controller & OS Image Quality - Xbox 360 vs. Xbox One
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  • melgross - Wednesday, November 20, 2013 - link

    Because nobody used Media Center.
  • Da W - Friday, November 22, 2013 - link

    Because nobody made an off the shelf, plug and play, HTPC. Since MS is making hardware now, i don't know why they didn't try to rebaggage Media Center as a Windows 8 app and make another try. The whole world is fighting for your TV, Microsoft was here since 2005 and somehow they call it quit (for the PC) and put all their eggs in Xbox basket.

    How expensive would it be to offer two options instead of one? I know a good deal of enthusiasts that will kill for a 2k$ HTPC with full XBone capabilities. Would cut the grass under steambox feets too.
  • taikamya - Wednesday, November 20, 2013 - link

    So wait.. that IGN review where they stated that the PS4 has a 2.75Ghz clock is false?
    'Cause this can explain the faster response times and more power usage, since the GPU's are not THAT different. I don't think that all that power difference of 20W-30W is GPU only.

    Okay, "max frequency of 2.75Ghz".. either way, that could explain a lot.(including the overheating problems some people are having now)

    http://goo.gl/Fd6xJY
  • taikamya - Wednesday, November 20, 2013 - link

    Excuse me, I'm new here so.... I'm sorry if we're not supposed to post links or anything for that matter. The IGN review is called "Playstation 4 Operating Temperature Revealed".

    I would be glad if someone could clear this up for me. Since this Anand review states that the PS4 runs at 1.6Ghz.
  • althaz - Wednesday, November 20, 2013 - link

    It runs at 1.6 Ghz, IGN are incorrect.
  • A5 - Wednesday, November 20, 2013 - link

    Don't go to IGN for technical information. Or anything, really. They're just plain wrong on this.
  • cupholder - Thursday, November 21, 2013 - link

    Yeah, double the ROPs = not THAT different.

    Each of my 770s are totally the same as a Titan... Totally.
  • bill5 - Wednesday, November 20, 2013 - link

    14 CU's, yes, it does have 14 for redundancy.

    The worst part is as I tweeted you, as recently as weeks from launch MS was strongly considering enabling the two redundant CU's, but choose not too. Both my own reliable sources told me this, as well it was somewhat referenced by MS engineers in a digital foundry article.

    Anyways I strongly wish they had, 1.5 teraflops just would have felt so much better, even if no paper a small increase.

    MS was so dumb to not beef up the hardware more, charging 499 for essentially a HD7770 GPU in nearly 2014 I find sad.

    Hell my ancient 2009, factory overclocked to 950, HD 4890 has more flops in practice, even if the 7770/XO GPU is probably faster due to being more advanced.

    Think about that, the 4890 is a 5 year old GPU. The XO is a brand new console expected to last 7+ years. So sad I dont even wanna think about it.

    Ahh well, the sad thing is by the looks of your comparison vids MS will very likely get away with it. even the 720P vs 1080P Ghosts comparison there is not much difference (and I imagine over time the XO will close the resolution gap to something more like 900P vs 1080P)

    One of the most interesting parts of your article though was the speculation XO is ROP limited. Not something I hadn't heard before, but still interesting. Shortsighted on MS part if so.

    Overall it feels like as usual MS is misguided. Focus on Live TV when it's probably slowly fading away (if not for that pesky sports problem...), and other things that seem cute and cool but half assed (voice recognition, Snap, Skype, etc etc etc).

    Yet for all that I can still see them doing well, mostly because Sony is even more incompetent. If they were up against Samsung or Apple they would be already dead in consoles, but fortunately for them they are not, they are up against Sony, who loses pretty much every market they are in.

    I think if XO struggles it would be a nice rebrand as a kinect-less, games focused, machine at 299. For that it'd arguably be a nice buy, and cheap DDR3 base should enable it. But if it sells OK at 499 with Kinect, and it probably will, we'll probably never get a chance to find out.
  • djboxbaba - Wednesday, November 20, 2013 - link

    It really is sad.. Good post.
  • augiem - Wednesday, November 20, 2013 - link

    I agree for the most part, but 14, or even 18 CUs isn't going to be enough to really makea big difference. I think the sad part technology-wise is how not one of the 3 major console gaming companies this time around focused on pushing the horsepower or even doing anything very innovative. Don't get me wrong, I for one don't think graphics is primarily what makes a good game, but since the days of Atari -> NES, this really feels like the smallest technological bump (was gonna say "leap", but that just doesn't seem to appy) from gen to gen. What makes it worse is the last gen lasted longer than any before it. You know the rise of the dirt cheap phone/tablet/FB/freemium game had something to do with it...

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