It’s amazing how time flies. Only four years ago, Microsoft launched the Xbox One, its successor to the Xbox 360, but the Xbox One was a strategic departure from the Xbox 360 in many ways. Microsoft bet big on a couple of key features, and while some of them were successful, others were not. The Xbox team has some very clear goals for their latest console, the Xbox One X, with arguably the biggest goal being true 4K gaming support. The idea of console generations is being expunged from our memory, with a new, more powerful console, but one that plays all of the previous model's games without emulation, and is a clear win for users.

E3 2017

First announced at E3 way back in 2016, "Project Scorpio" was the code name for what is now launching as Xbox One X. Microsoft, by announcing very early, set expectations very high for their new console, and we don't normally see these kinds of announcements, with as much detail, so early. But in the time since they first announced the new console, they've only provided more and more information on what is inside, to a level that we are not used to seeing in the industry. As an enthusiast of gaming, consoles, and general technology, it's been a refreshing take on what is normally a black box (pun intended) to most of us.

By Evan-Amos (Own work) [Public domain], via Wikimedia Commons

We can't ignore the present, either. After jumping on the scene with the original Xbox, Microsoft was a bit of a surprise in the console space, bringing new ideas to the industry which have been emulated across other products as well. Network gaming with Xbox Live, and copying game data to device storage for faster access were just some of the ideas pioneered with the original Xbox. When the Xbox 360 launched, it was very successful thanks to a combination of price, features, and lack of initial competition.

When the Xbox One launched, there was likely a feeling in the development team that they had an established user base now, so the majority of that user base would transition to the new console, but the Xbox One has struggled to compete against Sony's PlayStation 4 in terms of unit sales right from the start. It was a tough lesson to learn, but brand loyalty was clearly not as strong in consoles as it is in other areas.

That's not to say the Xbox One has been a failure. Sales have been strong, and sometimes stronger than the Xbox 360 at the same point in its lifecycle. Still, with this generation, Sony has had the upper hand, and last year, around this time, they launched their own upgraded console, the PlayStation 4 Pro.

The Xbox One X is an evolution of the Xbox One, which itself had already evolved into the Xbox One S last year, gaining 4K support for media, and HDR support for media and games, as well as a small performance boost. But the Xbox One X is not a replacement for the Xbox One S, which is still going to occupy the lower end of the price spectrum. The X is meant to be the high end, competing directly against the PlayStation 4 Pro.

But before we look into what's new with the Xbox One X, it's important to dig into the history of the Xbox One, because unlike the Xbox One S, this is a much different system inside.

Going back four years, it’s kind of amazing to see how much the original Xbox One, and its philosophies, have changed. When the console launched, Microsoft went all-in on Kinect, bundling a Kinect motion capture device with every console. At the time, they had big hopes for this technology, and by including it with every console, developers could guarantee they could target it. It was a big gamble, but one that ultimately failed. Microsoft eventually offered a console without Kinect, and the accessory has slowly died away. It is honestly for the best too, since Kinect did not work as well as promised, and it was seldom targeted by developers regardless.

The original Xbox One with Kinect

The Kinect was arguably the highest profile mistake of the Xbox One, but it was far from the mistake with the biggest impact. Microsoft played it safe in the design of the Xbox One, including 8 GB of DDR3 RAM. This might not seem like a huge deal, but in fact, this was arguably the single biggest mistake made with the original Xbox One. It had a cascade of repercussions in the entire Xbox design, which ultimately resulted in Microsoft releasing a console that had about 33% less performance than the competition. Let’s dig into why that change had such an impact, so we can see what’s changed with the Xbox One X.

The decision to go with DDR3 over GDDR5 memory was likely due to a worry from the Xbox designers that they would not be able to source enough GDDR5. At the time, there were real concerns about whether enough GDDR5 would be available, and when Sony put all their eggs in the GDDR5 basket, there was a chance that they would be limited in production because of this. Once again, with history behind us, we know that wasn’t the case, but that’s not to say that if Microsoft had also chosen GDDR5 that there would not be supply shortages which could drive up the costs significantly, as well as limit production.

The decision to go with DDR3, which was implemented with a 256-bit bus, limited the Xbox One’s system memory bandwidth to 68.3 GB/s, compared to the PS4 which had 176 GB/s with its GDDR5. To help make up the difference, Microsoft implemented 32 MB of eSRAM on the SoC itself, which was an addressable section of memory with up to 204 GB/s of bandwidth (102 GB/s each direction) where developers could target specific assets. It wasn’t a cache, to be clear, and required extra work by the game developers to take advantage of this.

The eSRAM ate up a lot of space on the SoC, meaning Microsoft had to cut back on other components in order to keep their APU within their size budget. That meant cutting down to 12 compute units (CUs), compared to 18 in the PlayStation 4, and likely more importantly, cutting down to 16 raster operations pipelines (ROPs), compared to 32 in the PS4. As much as the CUs get the headlines, it’s likely the ROP total that impacted the ability of the Xbox One to target 1080p the most. But, this all stems from the decision to leverage DDR3.

Partially because of Kinect, Microsoft targeted a $499 price point for the original Xbox One, which was $100 higher than the more powerful PlayStation 4. With the benefit of hindsight, it was clear that Microsoft made some poor decisions when designing the original Xbox One. The question is, what have they learned from those mistakes?

Gaming First

When the Xbox One first launched in 2013, the marketing message around the console was decidedly mixed, with Microsoft promoting the media capabilities of the device to a strong degree. With some management changes, the new Xbox team is decidedly gaming first. The new console is designed for gamers, and the marketing and messaging around it targets gamers. That can be seen specifically around the introduction of Xbox backwards compatibility, which first brought Xbox 360 games to the Xbox One, and has just recently been extended to some original Xbox titles as well.

Xbox One Specification Comparison
  Xbox One (Original) Xbox One S Xbox One X
CPU Cores 8 8 8
CPU Frequency 1.75 GHz 1.75 GHz 2.3 GHz
CPU µArch AMD Jaguar AMD Jaguar "Custom CPU"
(AMD Jaguar Variant)
GPU Cores 12 CUs
768 SPs
853 MHz
12 CUs
768 SPs
914 MHz
40 CUs
2560 SPs
1172 MHz
Peak Shader Throughput 1.31 TFLOPS 1.4 TFLOPS 6 TFLOPS
Embedded Memory 32MB eSRAM 32MB eSRAM None
Embedded Memory Bandwidth 204 GB/s 218 GB/s None
System Memory 8GB DDR3-2133 8GB DDR3-2133 12GB GDDR5
(6.8 Gbps)
System Memory Bus 256-bits 256-bits 384-bit
System Memory Bandwidth 68.3 GB/s 68.3 GB/s 326 GB/s
Manufacturing Process TSMC 28nm TSMC 16nm TSMC 16nm
Dimensions 343mm x 263mm x 80mm 295mm x 230mm x 65mm 300mm x 240mm x 60mm
Weight 3.54kg 2.9kg 3.81kg
PSU 220W
(External)
120W
(Internal)
245W
(Internal)
Optical Drive Blu-Ray UHD Blu-Ray UHD Blu-Ray
Wireless 802.11n (Dual Band) 2x2 802.11ac 2x2 802.11ac
Launch Price $499 w/Kinect $299 $499
Launch Date 11/23/2013 08/02/2016 11/07/2017

Microsoft now knows that performance is critical. You could easily argue that both the PlayStation 4 and Xbox One both launched with hardware that could struggle with 1080p gaming, but the Xbox One felt that impact sooner, meaning games had to be scaled back on the Xbox One to avoid hiccups during game play. Microsoft wants to avoid that with this round of console updates by offering 6 TFLOPS of peak shader throughput, compared to 1.31 TFLOPS in the original console. This is almost five times the shader performance of the original Xbox One, and 1.42 times the peak shader throughput of the PlayStation 4 Pro.

You can see the gaming focus in other areas as well. Microsoft launched the Xbox One Elite controller back in 2015, and they added the Xbox Design Labs shortly after where you can create your own custom controller design. They’ve added the Xbox Game Pass subscription service, and partnered with EA on the EA Access as well. In short, after some missteps, the Xbox team is focusing on gaming again, and it shows.

The Xbox One X Design
POST A COMMENT

128 Comments

View All Comments

  • Jumangi - Saturday, November 4, 2017 - link

    Cause they had no reason too?

    12GB of 384bit GDDR5 means plenty of bandwidth.
    Reply
  • vladx - Saturday, November 4, 2017 - link

    I think he meant original Xbox One/S using eDRAM instead of eSRAM. Reply
  • vladx - Saturday, November 4, 2017 - link

    eSRAM is faster and more power efficient than eDRAM already, that's the reason. Reply
  • NXTwoThou - Friday, November 3, 2017 - link

    I'm just shocked it didn't launch with Mixed Reality support. Reply
  • mooninite - Friday, November 3, 2017 - link

    I can't wait for the Xbox One XXX!!... oh, wait. Reply
  • trane - Friday, November 3, 2017 - link

    Polaris has developed a poor reputation for being inefficient, but this just shows how efficient it can really be. Scorpio Engine's GPU is basically RX 580 level of shader throughput, but with greatly increased memory bandwidth. (Yes, I'm aware it's shared, but given the memory bandwidth of a mainstream CPU, it's still ahead)

    Scorpio Engine uses something like ~120W over idle, at load. RX 580 is more like 180W over idle.

    That is an insane 50% increase in perf/W. PS4 Pro is even more efficient, but perhaps that's not fair because it's just clocked so low.

    Even compared to the similarly clocked RX 470s, the Scorpio Engine draws similar amount of power for at least 25% more performance. You want another comparison? That's also how much power a reference GTX 1060 draws, and I'm willing to bet Scorpio Engine is a tad faster.

    Could it be TSMC simply has a large advantage over GF? After all, Nvidia's 14nm GP107 clocks much lower than their other higher end 16nm chips, too. I mean,
    Reply
  • Dragonstongue - Friday, November 3, 2017 - link

    likely a result of MSFT taking the time to optimize the core voltage for the clocks needed, something AMD did not seem to do, a 570 or a 580, heck most of the various Radeon released the last couple of years can use a fair amount LESS power/heat while upping the clocks when the base voltage or power slider is adjusted, almost like AMD did not truly optimize the settings or something

    Suppose MSFT took that extra time to fully tune the cpu and gpu side of the equation to get them as close to minimal power draw as possible which helps them keep costs of BOM down (cooling required, power supply needs etc)

    would be really nice if Xbox offered something PS4 does not, seeing as they are windows esque, more office productivity type stuff such as word pads, media player etc, like a mini computer they seem to want to try and emulate, that is the one thing stopping ME from buying any current console, cannot do what I can on my PC, that s take notes, wordpads to track my daily costs and so forth.
    Reply
  • vladx - Saturday, November 4, 2017 - link

    Like Dragonstongue says above, it's mostly because Microsoft requested heavily-binned GPU dies which allowed them to optimize perf/w to the utmost limit. Nothing to do with the fab used, a heavily-binned GTX 1060 would most likely be even more power efficient than that. Reply
  • UltraWide - Friday, November 3, 2017 - link

    Does it have HDMI-CEC support? Reply
  • scbundy - Friday, November 3, 2017 - link

    I imagine so. When I turn off the Xbox One, it turns off the Receiver and the TV. Reply

Log in

Don't have an account? Sign up now