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==Specifications==
==Specifications==
* 500 MHz on [[90 nm]] process [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
* 500 MHz on [[90 nm]] process [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 385+ million transistors (600 million with Cell CPU) [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 300+ million transistors (600 million with Cell CPU) [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computing)|pipelines]][http://www.ps3.net/ps3-specs.php]
** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computing)|pipelines]][http://www.ps3.net/ps3-specs.php]
*** Independent [[Pixel shader|pixel]]/[[Vertex shader|vertex]] shader architecture
*** Independent [[Pixel shader|pixel]]/[[Vertex shader|vertex]] shader architecture

Revision as of 03:09, 12 July 2008


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

Specifications

  • 500 MHz on 90 nm process [1]
    • 300+ million transistors (600 million with Cell CPU) [2]
    • Multi-way programmable parallel floating-point shader pipelines[3]
      • Independent pixel/vertex shader architecture
      • 24 parallel pixel-shader ALU pipes
        • 5 ALU operations per pipeline, per cycle (2 vector4 or 2 scalar/dual/co-issue and fog ALU)
        • 27 FLOPS per pipeline, per cycle
      • 8 parallel vertex pipelines
        • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
        • 10 FLOPS per pipeline, per cycle
      • Maximum vertex count: 1.6 billion vertices per second
      • Minimum (worst case) polygon count: 366.66 million polygons per second ( 1 billion vertices per second / 3 vertices per triangle)
      • Maximum (optimistic case) polygon count: 886 million and more depending on how many triangle strips are used in a game.
      • Maximum shader operations: 146 billion shader operations per second
      • Floating Point Operations per Second: 1.8 TFLOPs (1.8 trillion Floating Point Operations per Second)[4]
    • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
      • 24 filtered samples per clock
        • Maximum texel fillrate: 12.0 GigaTexels per second (24 textures * 550 MHz)
      • 32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
    • 8 Render Output units / pixel rendering pipelines
      • Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
      • Maximum Z sample rate: 8.0 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
      • Maximum anti-aliasing sample rate: 8.0 GigaSamples per second (2 AA samples * 8 ROPs * 550 MHz)
    • Maximum Dot product operations: 54 billion per second [5]
    • 128-bit pixel precision offers rendering of scenes with high dynamic range rendering (HDR)
    • 256 MB GDDR3 RAM at 700 MHz[6] [7]
      • 128-bit memory bus width
      • 22.4 GB/s read and write bandwidth
    • Cell FlexIO bus interface
      • 20 GB/s read to the Cell and XDR memory
      • 15 GB/s write to the Cell and XDR memory
    • Support for OpenGL ES 2.0
    • Support for S3TC texture compression [1]

Press Releases

Staff 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. [2]

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. [2]

References

  1. ^ Gantayat, Anoop (2006-01-30). "New PS3 tools". IGN.com. Retrieved 2006-08-28. {{cite web}}: Check date values in: |date= (help)
  2. ^ a b AnandTech: Sony Introduces Playstation 3, to launch in 2006