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| ASCII Text | x | ||
| Jeff Andrews, Nick Baker, "Xbox 360 System Architecture," IEEE Micro, vol. 26, no. 2, pp. 25-37, March/April, 2006. | |||
| BibTex | x | ||
| @article{ 10.1109/MM.2006.45, author = {Jeff Andrews and Nick Baker}, title = {Xbox 360 System Architecture}, journal ={IEEE Micro}, volume = {26}, number = {2}, issn = {0272-1732}, year = {2006}, pages = {25-37}, doi = {http://doi.ieeecomputersociety.org/10.1109/MM.2006.45}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Micro TI - Xbox 360 System Architecture IS - 2 SN - 0272-1732 SP25 EP37 EPD - 25-37 A1 - Jeff Andrews, A1 - Nick Baker, PY - 2006 KW - Xbox 360 KW - Microsoft KW - game console systems VL - 26 JA - IEEE Micro ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MM.2006.45
The authors talk about the Xbox 360's high-level technical requirements, a short system overview, and details of the CPU and the GPU. They describe their architectural trade-offs and summarize the system's software programming support.
Index Terms:
Xbox 360, Microsoft, game console systems
Citation:
Jeff Andrews, Nick Baker, "Xbox 360 System Architecture," IEEE Micro, vol. 26, no. 2, pp. 25-37, March-April 2006, doi:10.1109/MM.2006.45
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