Length of chip at bottom: 4.28 cm
RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) co-developed by Nvidia and Sony for the PlayStation 3 game console. Although it carries the majority of the graphics processing, the Cell Broadband Engine, the console's CPU, is also used complementarily for some graphics-related computational loads of the console.
Unless otherwise noted, the following specifications are based on a press release by Sony at the
E3 2005 conference, slides from the same conference, [1 ] and slides from a Sony presentation at the 2006 [2 ] Game Developer's Conference. [3 ]
Specifications [ edit ]
G70 Chip in turn based on the NV47 (GeForce 7800 GTX) but with only 8 ROPs activated and 128 Bit memory interface 550 MHz on
90 nm process (shrunk to 65 nm in 2008 and to [4 ] 40 nm in 2010 ) [5 ] 300+ million transistors
Multi-way programmable parallel
floating-point shader pipelines Independent
pixel/ vertex shader architecture
24 parallel pixel-shader ALU pipes clocked @ 550 MHz
5 ALU operations per pipeline, per cycle (2 vector
4, 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU) 10
floating-point operations per pipeline, per cycle [6 ] 8 parallel vertex-shader pipelines @550 MHz
2 ALU operations per pipeline, per cycle (1 vector
4 and 1 scalar, dual issue) 10 floating-point operations per pipeline, per cycle
Floating Point Operations: 192 GFLOPS
74.8 billion shader operations per second (24 Pixel Shader Pipelines*5 ALUs*550 MHz) + (8 Vertex Shader Pipelines*2 ALUs*550 MHz)
filtering units (TF) and 8 vertex texture addressing units (TA)
filtered samples per clock
texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz) 32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
render output units / pixel rendering pipelines
Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz) Maximum
Dot product operations: 56 billion per second (combined with Cell CPU) 128-bit pixel precision offers rendering of scenes with
High dynamic range rendering (HDR) 256
MB GDDR3 RAM at 700 MHz
128-bit memory bus width
GB/s read and write bandwidth
Cell FlexIO bus interface
GB/s read to the Cell and XDR memory 15 GB/s write to the Cell and XDR memory
PSGL (OpenGL ES 1.1 + Nvidia Cg) Support for
S3TC texture compression [8 ]
Press releases [ edit ]
Sony staff were quoted in
PlayStation Magazine saying that the "RSX shares a lot of inner workings with NVIDIA 7800 which is based on G70 architecture." Since the G70 is capable of carrying out 136 shader operations per clock cycle, the RSX was expected to feature the same number of parallel pixel and vertex shader pipelines as the G70, which contains 24 pixel and 8 vertex pipelines.
Jen-Hsun Huang stated during Sony's pre-show press conference at E3 2005 that the RSX is twice as powerful as the GeForce 6800 Ultra. [2 ]
See also [ edit ]
References [ edit ]
^ "SONY COMPUTER ENTERTAINMENT INC. TO LAUNCH ITS NEXT GENERATION COMPUTER ENTERTAINMENT SYSTEM, PLAYSTATION3 IN SPRING 2006" (Press release). Sony Computer Entertainment Inc. 2005-05-16.
^ a b "Sony Introduces PlayStation 3, to launch in 2006". AnandTech. 2005-05-16.
^ . Game Watch [from Sony's 2006 GDC Presentation from Sony's 2006 GDC Presentation] . Retrieved 2009-01-16.
^ "PS3 Graphics Chip Goes 65nm in Fall". Edge Online. 2008-06-26.
^ "Sony PS3 upgraded with cooler 40-nm RSX graphics chip, profits await (updated)". Engadget. 2010-04-26.
^ Computing (2005-06-22). "Page 3 - GeForce 7800 GTX: Nvidia’s Nuclear Option". ExtremeTech.
^ Gantayat, Anoop (2006-01-30). IGN.com [PS3 tools PS3 tools] . Retrieved 2006-08-28.