x3 on 1.6, frags 3x

EvilLincoln

Noob Account
Oct 26, 2004
1
0
USA
hello,

I have a 1.6 box with x3 installed with 1959 bios that has been working great for weeks now, but today I rebooted in xbmc and now I get a frag 3 times then powers down. I tried holding the power button to boot ms bios and it still fragged but now there is no power to the front panel.

I checked all connections including d0 and they all still seem to be good. I can't reflash the chip because it powers down before the drive opens. How did this suddenly happen out of nowhere, and can anyone help?

any help would be greatly appreciated!
thank you
 

lasarus

Noob Account
Dec 30, 2003
3
0
XBOX 360 GPU

It's actually kind of hard to describe exactly what is going on within the Xbox 360 GPU. In fact, it's confusing enough that even ATI had a hard time with the nomenclature when answering our questions.

As shader instructions and data enter the GPU, the sequencer takes vertex or pixel data (that has gone through a few set-up steps, like the Vertex Grouper or Scan Converter) and prepares it to be fed to a large array of Arithmetic Logic Units (ALUs). The goal of the sequencer is to keep all 48 ALUs busy 100% of the time in the most efficient way possible. It processes up to 64 threads at a time, with all the expected features of modern sequencers like predicated branching and such. Since there are 64 threads waiting to be processed, they don't have to worry about a "stalled" thread causing ALUs to sit idle. If a thread needs to wait for data, another thread can be processed and sent to the ALUs. ATI calls them "Perfectly Efficient" shaders.

The ATI-designed GPU is the main memory arbiter for the multicore Xbox 360 CPU. It is connected to the three-core CPU by a 22GB/sec bus, and to the SiS southbridge and I/O controller via a 2-lane PCI Express link. Besides the 10MB of Embedded DRAM (EDRAM), it has a 256-bit bus to 512MB of GDDR3 running at 700MHz, for a total bandwidth of 25.6 GB/sec. Due to the use of extremely fast "smart" EDRAM, ATI claimed "we have bandwidth to spare."

The 48 ALUs are divided into three SIMD groups of 16. When it reaches the final shader pipe, each of the 16 ALUs has the ability to write out two samples to the 10MB of EDRAM. Thus, the chip is capable of writing out a maximum of 32 samples per clock. At 500MHz, that means a peak fill rate of 16 gigasamples. Each of the ALUs can perform 5 floating-point shader operations. Thus, the peak computational power of the shader units is 240 floating-point shader ops per cycle, or 120 billion shader ops per second at 500MHz.