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The main feature of Project Scorpio is an all-new AMD GPU, which features 40 "customised"
Radeon compute units (compared to the "minor" 12 on the Xbox One and Xbox One S)
topped off at an impressive 1172MHz. That's a significant increase over
Xbox One GPU's 853MHz clock speeds, beats Sony's PS4 Pro's 911MHz.
Microsoft has doubled the amount of shader engines and render back-ends,
and quadrupled the GPU L2 cache size, which it claims has boosted the GPU
fill-rate by 2.7x. That's far above having enough, that is, for native 4K gaming.
The memory is divided up into 12 1GB chips, each of which sports a 32-bit interface to create a 384-bit bus.
In total, there's 326GB/s of memory bandwidth, which is significantly higher than the miniscule amount of 204GB/s
of the Xbox One and the 218GB/s of the PS4 Pro.
For developers get the most out of Scorpio, Microsoft has moved the GPU command processor, the part of the motherboard
that takes instructions from the CPU and funnels them through to the graphics core, over to the DirectX 12-optimised solution.
In theory, this will massively improve draw call performance on Scorpio, and cut down on CPU overheads.
Microsoft has yet to reveal what the Scorpio looks like, but have mentoined they're aiming for a more "compact design."
It has, however, revealed that it's using a vapour chamber heat sink to keep the combined CPU and GPU (APU) from overheating,
similar to that employed by Nvidia in its Founders Edition graphics cards.
Inside the heat sink is ionised distilled water kept under a vacuum. Heat is absorbed through the water,
which then turns into steam, which condensates on the heat fans.
The heat is then expelled by a "custom designed adapted centrifugal fan."