RSX Reality Synthesizer: Difference between revisions
rv massive vandalism. The anon changed figures without a source. The otehr dude removed a reliable source and inserted a dubious source (Beyond3D, please) |
partial revert of my prior revert. Sorry "TheThiefMaster", i didn't notice you made some good edits in there in between the anonymous vandals. |
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==Specifications== |
==Specifications== |
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* 550 MHz <!-- The source says 550 MHz. Unless you can find a reliable source saying 500MHz, leave it --> on [[90 nm]] process (shrunk to [[65 nm]] for current models) |
* 550 MHz <!-- The source says 550 MHz. Unless you can find a reliable source saying 500MHz, leave it Byond3D, and other forums and blogs ARE NOT reliable sources--> on [[90 nm]] process (shrunk to [[65 nm]] for current models) |
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* |
*Based on NV47 Chip (Nvidia GeForce 7800 Architecture)<!-- Some specs are more in line with the 7600, but it's still based on the 7800 --> |
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** 300+ million transistors <!-- The source says 300+ million. Unless another reliable source claims otherwise, leave it at this --> |
** 300+ million transistors <!-- The source says 300+ million. Unless another reliable source claims otherwise, leave it at this --> |
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** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computing)|pipelines]] |
** Multi-way programmable parallel [[Floating point|floating-point]] [[shader]] [[Pipeline (computing)|pipelines]] |
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**** 2 ALU operations per pipeline, per cycle (1 vector<sub>4</sub> and 1 scalar, dual issue){{Fact|date=January 2009}} |
**** 2 ALU operations per pipeline, per cycle (1 vector<sub>4</sub> and 1 scalar, dual issue){{Fact|date=January 2009}} |
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**** 10 FLOPS per pipeline, per cycle{{Fact|date=January 2009}} |
**** 10 FLOPS per pipeline, per cycle{{Fact|date=January 2009}} |
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*** Floating Point Operations per Second: |
*** Programmable shader Floating Point Operations per Second: ~200 GFLOPs |
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**** The original marketing claimed 1.8 TFLOPs, this number is believed to include fixed functions such as texture interpolation |
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** 24 texture [[Texture filtering|filtering]] units (TF) and 8 vertex texture addressing units (TA) |
** 24 texture [[Texture filtering|filtering]] units (TF) and 8 vertex texture addressing units (TA) |
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*** 24 [[Texture filtering|filtered]] samples per clock |
*** 24 [[Texture filtering|filtered]] samples per clock |
Revision as of 07:15, 19 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.
Unless otherwise noted, the following specifications are based on a press release by Sony at the E3 2005 conference,[1], slides from the same conference[2], and slides from a Sony presentation at the 2006 Game Developer's Conference.[3].
Specifications
- 550 MHz on 90 nm process (shrunk to 65 nm for current models)
- Based on NV47 Chip (Nvidia GeForce 7800 Architecture)
- 300+ million transistors
- 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)[citation needed]
- 27 floating-point operations per pipeline, per cycle[citation needed]
- 8 parallel vertex pipelines
- 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[citation needed]
- 10 FLOPS per pipeline, per cycle[citation needed]
- Programmable shader Floating Point Operations per Second: ~200 GFLOPs
- The original marketing claimed 1.8 TFLOPs, this number is believed to include fixed functions such as texture interpolation
- 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
- 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
- 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
- 22.4 GB/s read and write bandwidth
- Cell FlexIO bus interface
- Support for OpenGL ES 2.0
- Support for S3TC texture compression [4]
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.
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
- ^ "SONY COMPUTER ENTERTAINMENT INC. TO LAUNCH ITS NEXT GENERATION COMPUTER ENTERTAINMENT SYSTEM, PLAYSTATION3 IN SPRING 2006" (PDF) (Press release). Sony Computer Entertainment Inc. 2005-05-16. Retrieved 2009-01-16.
{{cite press release}}
: Check date values in:|date=
(help) - ^ a b "Sony Introduces Playstation 3, to launch in 2006". AnandTech. 2005-05-16. Retrieved 2009-01-16.
{{cite web}}
: Check date values in:|date=
(help) - ^ "Slides from Sony's 2006 GDC Presentation". Game Watch. Retrieved 2009-01-16.
- ^ Gantayat, Anoop (2006-01-30). "New PS3 tools". IGN.com. Retrieved 2006-08-28.
{{cite web}}
: Check date values in:|date=
(help)