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===Technical specifications===
 
===Technical specifications===
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{{Main article|Xbox technical specifications}}
  
Its [[Central processing unit|CPU]] is a [[32-bit]] 733 [[Hertz|MHz]], custom Intel [[Pentium III]] [[Coppermine (microprocessor)|Coppermine-based]] processor. It has a 133 MHz 64-bit [[GTL+]] [[front-side bus]] (FSB) with a 1.06 GB/s bandwidth. The system has 64 [[Mebibyte|MB]] unified [[DDR SDRAM]], with a 6.4 GB/s bandwidth, of which 1.06 GB/s is used by the CPU and 5.34 GB/s is shared by the rest of the system.
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Its [[Central processing unit|CPU]] is a [[32-bit]] 733&nbsp;[[Hertz|MHz]], custom Intel [[Pentium III]] [[Coppermine (microprocessor)|Coppermine-based]] processor. It has a 133&nbsp;MHz 64-bit [[GTL+]] [[front-side bus]] (FSB) with a 1.06 GB/s bandwidth. The system has 64&nbsp;[[Mebibyte|MB]] unified [[DDR SDRAM]], with a 6.4 GB/s bandwidth, of which 1.06 GB/s is used by the CPU and 5.34 GB/s is shared by the rest of the system.<ref name="anandtech">{{cite web|url=http://www.anandtech.com/show/853/2 |title=Anandtech Microsoft's Xbox |publisher=Anandtech.com |date= |accessdate=November 11, 2010}}</ref>
  
Its [[Graphics processing unit|GPU]] is [[Nvidia]]'s 233&nbsp;MHz [[Comparison of Nvidia graphics processing units#Comparison table: Console GPUs|NV2A]]. It has a floating-point performance of 7.3 [[GFLOPS]], capable of geometry calculations for up to a theoretical 115 million vertices/second. It has a peak fillrate of 932 [[Pixel|megapixel]]s/second, capable of rendering a theoretical 29 million 32-pixel triangles/second. With bandwidth limitations, it has a realistic fillrate of 250–700 megapixels/second, with [[Z-buffering]], [[Distance fog|fogging]], [[alpha blending]], and [[texture mapping]], giving it a real-world performance of 7.8–21 million 32-pixel triangles/second.
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Its [[Graphics processing unit|GPU]] is [[Nvidia]]'s 233&nbsp;MHz [[Comparison of Nvidia graphics processing units#Comparison table: Console GPUs|NV2A]]. It has a floating-point performance of 7.3 [[GFLOPS]], capable of geometry calculations for up to a theoretical 115 million vertices/second. It has a peak fillrate of 932 [[Pixel|megapixel]]s/second, capable of rendering a theoretical 29 million 32-pixel triangles/second. With bandwidth limitations, it has a realistic fillrate of 250–700 megapixels/second, with [[Z-buffering]], [[Distance fog|fogging]], [[alpha blending]], and [[texture mapping]],<ref>[https://web.archive.org/web/20010331050522/http://cube.ign.com/news/32458.html Graphics Processor Specifications], [[IGN]], 2001</ref> giving it a real-world performance of 7.8–21 million 32-pixel triangles/second.
  
 
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