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RSX Reality Synthesizer: Difference between revisions

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Restoring more information and the last official reference from Sony on RSX.
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==Specifications==
==Specifications==


* 550 MHz [[GeForce 7 Series|G70]] based GPU on [[90 nm]] process [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
* 500 MHz [[GeForce 7 Series|G70]] based GPU on [[90 nm]] process <ref name="rsx">{{cite web| url=http://www.watch.impress.co.jp/game/docs/20060925/3d_tgs.htm|title=Tokyo Game Show|accessdate=2007-03-30}}</ref>
** 300+ million transistors ( 600 million with Cell CPU ) [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 300 million transistors
** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computer)|pipelines]]
** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computer)|pipelines]]
*** Independent [[Pixel shader|pixel]]/[[Vertex shader|vertex]] shader architecture
*** Independent [[Pixel shader|pixel]]/[[Vertex shader|vertex]] shader architecture
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**** 2 shader ALU operations per pipeline per cycle ( 1 vector4 and 1 scalar, dual issued )
**** 2 shader ALU operations per pipeline per cycle ( 1 vector4 and 1 scalar, dual issued )
**** 10 FLOPS per pipeline per cycle
**** 10 FLOPS per pipeline per cycle
*** Maximum [[Vertex (geometry)|vertex]] count: 1.1 billion vertices per second ( 8 vertex x 550 MHz / 4 )
*** Maximum [[Vertex (geometry)|vertex]] count: 1.1 billion vertices per second ( 8 vertex x 500 MHz / 4 )
**** Minimum (worst case) [[Polygon (computer graphics)|polygon]] count: 366.6 million polygons per second ( 1.1 billion vertices per second / 3 vertices per triangle)
**** Minimum (worst case) [[Polygon (computer graphics)|polygon]] count: 333.3 million polygons per second ( 1.1 billion vertices per second / 3 vertices per triangle)
****Maximum (optimistic case) [[Polygon (computer graphics)|polygon]] count: 546.6 million and more depending on how many triangle strips are used in a game.
****Maximum (optimistic case) [[Polygon (computer graphics)|polygon]] count: 546.6 million and more depending on how many triangle strips are used in a game.
*** Maximum shader operations: 136 shader operations per second
*** Maximum shader operations: 136 shader operations per cycle
*** Announced: 1.8 TFLOPS (trillion floating point operations per second) ( 2 TFLOPS overall performance )[http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 24 texture [[Texture filtering|filtering]] units (TF) and 8 texture Addressing unit (TA)
** 24 texture [[Texture filtering|filtering]] units (TF) and 8 texture Addressing unit (TA)
*** 24 [[Texture filtering|filtered]] samples per clock
*** 24 [[Texture filtering|filtered]] samples per clock
**** Maximum [[Texel (graphics)|texel]] fillrate: 13.2 gigatexel per second ( 24 textures x 550 MHz )
**** Maximum [[Texel (graphics)|texel]] fillrate: 13.2 gigatexel per second ( 24 textures x 500 MHz )
*** 32 unfiltered texture samples per clock ( 8 TA x 4 texture samples )
*** 32 unfiltered texture samples per clock ( 8 TA x 4 texture samples )
** 8 [[Render Output unit]]s
** 8 [[Render Output unit]]s
*** Maximum [[pixel]] fillrate: 4.4 gigapixel per second ( 8 ROPs x 550 MHz )
*** Maximum [[pixel]] fillrate: 4.4 gigapixel per second ( 8 ROPs x 500 MHz )
*** Maximum [[Z-buffering|Z]] sample rate: 8.8 gigasamples per second ( 2 Z samples x 8 ROPs x 550 MHz )
*** Maximum [[Z-buffering|Z]] sample rate: 8.8 gigasamples per second ( 2 Z samples x 8 ROPs x 500 MHz )
*** Maximum [[anti-aliasing]] sample rate: 8.8 gigasamples per second ( 2 AA samples x 8 ROPs x 550 MHz )
*** Maximum [[anti-aliasing]] sample rate: 8.8 gigasamples per second ( 2 AA samples x 8 ROPs x 500 MHz )
** 100 [[1000000000 (number)|billion]] shader operations per second [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 68 [[1000000000 (number)|billion]] shader operations per second
** Maximum [[Dot product]] operations: 33 billion per second [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** Maximum [[Dot product]] operations: 51 billion per second [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 128-bit pixel precision offers rendering of scenes with [[High dynamic range rendering|high dynamic range rendering]] ( HDR)
** 128-bit pixel precision offers rendering of scenes with [[High dynamic range rendering|high dynamic range rendering]] ( HDR)
** 256 [[MiB]] GDDR3 RAM at 1.3 HHz (650 x 2)<ref name="rsx_memory_clock">{{cite web|url=http://www.watch.impress.co.jp/game/docs/20060925/3d_tgs.htm|title=Tokyo Game Show| publisher=Gamewatch.com| accessdate=2007-03-30}}</ref>
** 256 [[MiB]] GDDR3 RAM at 700 MHz [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
*** 20.8 [[GiB]]/s read and write bandwidth
*** 128-bit memory bus width
*** 22.4 [[GiB]]/s read and write bandwidth
** [[Cell microprocessor|Cell]] FlexIO bus interface
** [[Cell microprocessor|Cell]] FlexIO bus interface
*** 20 [[GiB]]/s read to the Cell and [[XDR]] memory
*** 20 [[GiB]]/s read to the Cell and [[XDR]] memory
*** 15 GiB/s write to the Cell and XDR memory
*** 15 GiB/s write to the Cell and XDR memory
** Support for [[OpenGL ES]] 2.0
** Support for [[OpenGL ES]] 2.0
** Support for
** Support for [[S3 Texture Compression|S3TC]] texture compression <ref name="rsx_s3tc">{{cite web| last=Gantayat| first=Anoop| url=http://ps3.ign.com/articles/684/684400p1.html|title=New PS3 tools|publisher=IGN.com|date=[[2006-01-30]]|accessdate=2006-08-28}}</ref>
** Support for [[S3 Texture Compression|S3TC]] texture compression <ref name="rsx_s3tc">{{cite web| last=Gantayat| first=Anoop| url=http://ps3.ign.com/articles/684/684400p1.html|title=New PS3 tools|publisher=IGN.com|date=[[2006-01-30]]|accessdate=2006-08-28}}</ref>


==Press Releases==
==Press Releases==
''Playstation Magazine'' quoted Sony staffers 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. [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
Staff at Sony 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. The specs announced at the Tokyo Game Show in September 2006 confirmed this.<ref name="rsx" />


NVIDIA CEO stated during Sony's pre-show press conference at [[E3]] [[2005]] that the RSX would be more powerful than two [[GeForce 6800]] Ultra SLI GPUs video cards combined. [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
NVIDIA CEO [[Jen-Hsun Huang]] stated during Sony's pre-show press conference at [[E3]] [[2005]] that the RSX would be more powerful than two [[GeForce 6 Series|GeForce 6800]] Ultra video cards combined.


== References ==
== References ==

Revision as of 13:55, 26 July 2007

The RSX Reality Synthesizer graphics processing unit is a graphics chip design co-developed by NVIDIA and Sony for the PlayStation 3 computer console.

Specifications

  • 500 MHz G70 based GPU on 90 nm process [1]
    • 300 million transistors
    • Multi-way programmable parallel floating-point shader pipelines
      • Independent pixel/vertex shader architecture
      • 24 parallel pixel pipelines
        • 5 shader ALU operations per pipeline per cycle ( 2 vector4 and 2 scalar (dual/co-issue) and fog ALU )
        • 27 FLOPS per pipeline per cycle
      • 8 parallel vertex pipelines
        • 2 shader ALU operations per pipeline per cycle ( 1 vector4 and 1 scalar, dual issued )
        • 10 FLOPS per pipeline per cycle
      • Maximum vertex count: 1.1 billion vertices per second ( 8 vertex x 500 MHz / 4 )
        • Minimum (worst case) polygon count: 333.3 million polygons per second ( 1.1 billion vertices per second / 3 vertices per triangle)
        • Maximum (optimistic case) polygon count: 546.6 million and more depending on how many triangle strips are used in a game.
      • Maximum shader operations: 136 shader operations per cycle
    • 24 texture filtering units (TF) and 8 texture Addressing unit (TA)
      • 24 filtered samples per clock
        • Maximum texel fillrate: 13.2 gigatexel per second ( 24 textures x 500 MHz )
      • 32 unfiltered texture samples per clock ( 8 TA x 4 texture samples )
    • 8 Render Output units
      • Maximum pixel fillrate: 4.4 gigapixel per second ( 8 ROPs x 500 MHz )
      • Maximum Z sample rate: 8.8 gigasamples per second ( 2 Z samples x 8 ROPs x 500 MHz )
      • Maximum anti-aliasing sample rate: 8.8 gigasamples per second ( 2 AA samples x 8 ROPs x 500 MHz )
    • 68 billion shader operations per second
    • Maximum Dot product operations: 33 billion per second [1]
    • 128-bit pixel precision offers rendering of scenes with high dynamic range rendering ( HDR)
    • 256 MiB GDDR3 RAM at 1.3 HHz (650 x 2)[2]
      • 20.8 GiB/s read and write bandwidth
    • Cell FlexIO bus interface
      • 20 GiB/s read to the Cell and XDR memory
      • 15 GiB/s write to the Cell and XDR memory
    • Support for OpenGL ES 2.0
    • Support for
    • Support for S3TC texture compression [3]

Press Releases

Staff at Sony 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. The specs announced at the Tokyo Game Show in September 2006 confirmed this.[1]

NVIDIA CEO Jen-Hsun Huang stated during Sony's pre-show press conference at E3 2005 that the RSX would be more powerful than two GeForce 6800 Ultra video cards combined.

References

  1. ^ a b "Tokyo Game Show". Retrieved 2007-03-30.
  2. ^ "Tokyo Game Show". Gamewatch.com. Retrieved 2007-03-30.
  3. ^ Gantayat, Anoop (2006-01-30). "New PS3 tools". IGN.com. Retrieved 2006-08-28. {{cite web}}: Check date values in: |date= (help)