|Xbox Series X||Xbox One X||Xbox One S|
|CPU||8x Zen 2 Cores at 3.8GHz (3.6GHz with SMT)||8x Custom Jaguar Cores at 2.13GHz||8x Custom Jaguar Cores at 1.75GHz|
|GPU||12 TFLOPs, 52 CUs at 1.825GHz, Custom RDNA 2||6 TFLOPs, 40 CUs at 1.172GHz, Custom GCN + Polaris Features||1.4 TFLOPS, 12 CUs at 914MHz, Custom GCN GPU|
|Process||TSMC 7nm Enhanced||TSMC 16nmFF+||TSMC 16nmFF|
|Memory||16GB GDDR6||12GB GDDR5||8GB DDR3, 32MB ESRAM|
|Memory Bandwidth||10GB at 560GB/s, 6GB at 336GB/s||326GB/s||68GB/s, ESRAM at 219GB/s|
|Internal Storage||1TB Custom NVMe SSD||1TB HDD||1TB HDD|
|IO Throughput||2.4GB/s (Raw), 4.8GB/s (Compressed)||120MB/s||120MB/s|
|Expandable Storage||1TB Expansion Card||-||-|
|External Storage||USB 3.2 HDD Support||USB 3.2 HDD Support||USB 3.2 HDD Support|
|Optical Drive||4K UHD Blu-ray Drive||4K UHD Blu-ray Drive||4K UHD Blu-ray Drive|
|Performance Target||4K at 60fps - up to 120fps||4K at 30fps - up to 60fps||1080p at 30fps up to 60fps|
Xbox Wire: Did you make design choices with the new Wireless Controller to be more inclusive of all players?
Ryan Whitaker: Yes. Being more inclusive is part of the design process from the very beginning. That’s true for everything we make at Xbox. Whether we’re redesigning our standard controller or inventing a completely new one, like the Adaptive Controller, we ask ourselves and gamers, “How can we make gaming a better experience for everyone?” By listening to gamers and observing how people of all backgrounds and abilities play, we continue to learn more and find areas we can improve.
Xbox Wire: What sort of specific design changes did you make to reach that goal?
Ryan Whitaker: One key area we’re improving is fitting a wider range of hand sizes, especially smaller hands. By accommodating hands similar to those of an average 8-year-old, we found we could improve accessibility and comfort for hundreds of millions more people without negatively affecting the experience for those with larger hands. We did that by rounding the bumpers, slightly reducing and rounding parts around the triggers, and carefully sculpting the grips.
Xbox Wire: The controller has some new textures and finishes. Can you tell us a bit more about this?
Ryan Whitaker: We added a tactile dot pattern on the triggers and bumpers, which provides grip to improve feel and performance during gameplay. That’s something we’ve had on special edition controllers and fans love it. Now it’s the new standard. A similar, yet more subtle pattern is on the grips. The D-pad, bumpers, and triggers now have a matte finish to maintain a smooth consistent feel, whether your hands are wet or dry.
Thanks to Ryan for taking the time to speak with us about the new Xbox Wireless Controller. For more on Xbox Series X, check out our features taking a closer look at the tech powering the Xbox Series X, our primer on latency and what the team is doing to improve it, and our glossary of next-gen terms.