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the article linked in a comment confirms that it's not confirmed regarding RSX, only Cell...
rv is confirmed. btw, even if it isn't (which it is), you would need a source stating they plan to shrink it from 90.
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==Specifications==
==Specifications==
* 550 MHz on [[90 nm]] process (planned to be shrunk to [[65 nm]] for current models, but not confirmed by Sony)
* 550 MHz on [[90 nm]] process (shrunk to [[65 nm]] for current models)
* Based on NV47 Chip (Nvidia GeForce 7800 Architecture) [http://www.anandtech.com/video/showdoc.aspx?i=2453&p=9]
* Based on NV47 Chip (Nvidia GeForce 7800 Architecture) [http://www.anandtech.com/video/showdoc.aspx?i=2453&p=9]
** 300+ million transistors <!-- The source says 300+ million. Unless another reliable source claims otherwise, leave it at this --> [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 300+ million transistors <!-- The source says 300+ million. Unless another reliable source claims otherwise, leave it at this --> [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]

Revision as of 08:42, 16 January 2009

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

  • 550 MHz on 90 nm process (shrunk to 65 nm for current models)
  • Based on NV47 Chip (Nvidia GeForce 7800 Architecture) [1]
    • 300+ million transistors [2]
    • Multi-way programmable parallel floating-point shader pipelines
      • Independent pixel/vertex shader architecture
      • 24 parallel pixel-shader ALU pipes
        • 5 ALU operations per pipeline, per cycle (2 vector4 , 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU)
        • 27 floating-point operations 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 shader operations: 136 billion shader operations per second
      • Floating Point Operations per Second: 1.8 TFLOPs (1.8 trillion Floating Point Operations per Second) [3]
    • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
      • 24 filtered samples per clock
        • Maximum texel fillrate: 13.2 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: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
      • Maximum anti-aliasing sample rate: 17.6 GigaSamples per second (4 AA samples * 8 ROPs * 550 MHz)
    • Maximum Dot product operations: 51 billion per second [4]
    • 128-bit pixel precision offers rendering of scenes with high dynamic range rendering (HDR)
    • 256 MB GDDR3 RAM at 700 MHz [5]
      • 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

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. [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