Dr.Dobb's heeft een interessant artikel over waarom de graphics van de Xbox mogelijk zouden moeten zijn:There's also occlusion-detection circuitry that can increase fill rate by up to 4X; the effect varies depending on whether pixels are occluded when they're drawn, but tends to be greatest exactly when it's needed most -- when there's a lot of overdraw. Finally, antialiased drawing can produce still higher equivalent fill rates. Those numbers are of interest mainly for marketing purposes; from a developer's perspective, the important stat is that the GPU will support antialiased TV rendering at a full 60 Hz, even with 10-50X overdraw of every pixel on the screen. To put that into easily visualized terms, Quake on a Pentium Pro could draw about three lit player models per frame at 640×480, 60 Hz. Xbox should be able to draw roughly 3000 of the same models per frame, even with a second texture, pixel shading, and antialiasing thrown in for good measure. [break]Dr.Dobb's heeft ook nog een artikeltje over het interne geheugen van de Xbox[/break] Because of the power of the shaders and the vast bandwidth difference between the CPU and GPU, the key to Xbox graphics performance will be getting the CPU out of the loop by using static meshes and moving calculations from the CPU to the vertex and pixel shaders. With this approach, a vertex might consist of a compressed 6- or 12-byte coordinate and a compressed 4- or 6-byte normal, with lighting and texture coordinates calculated by the GPU; there's a gigabyte or more of bandwidth to spare with the resulting 10- to 18-byte vertices.