Otis schrijft: "Mike Abrash (bekend van de BSP code in Quake, die hij samen met Carmack ontwikkelde bij iD software) werkt tegenwoordig voor Uncle Steve en heeft een in-depth artikel online gezet over de Xbox graphics en memory structuur. Het artikel gaat dieper in wat men kan verwachten van de X-Box aan graphics, waar bijvoorbeeeld knelpunten zitten in memoryarchitectuur en meer 'geek-info-voor-bij-de-warme-monitor'.":
The GPU's raw fill rate at 250 MHz will be 1 Gpix/sec. To provide some context for that number, at a resolution of 640×480, it is sufficient to draw every pixel on the screen more than 50 times per frame, at a frame rate of 60 Hz. (TV is the normal Xbox output device, although HDTV and VGA monitors are supported. TV is interlaced, but Xbox will normally render noninterlaced, then filter the interlaced fields from the full frame, so I'll use full 640×480 TV-frame resolution in this article.) 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.
Voor meer interessante info over de Xbox moet je richting deze website fietsen.