RSX 'Reality Synthesizer'
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The RSX 'Reality Synthesizer' is a graphics processing unit (GPU) co-developed by NVIDIA and Sony for the PlayStation 3 game 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].
[edit] Specifications
- 550 MHz on 90 nm process (planned to be shrunk to 65 nm for current models [4])
- 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 [5]
[edit] 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]
[edit] References
- ^ Sony Computer Entertainment Inc. (2005-05-16). SONY COMPUTER ENTERTAINMENT INC. TO LAUNCH ITS NEXT GENERATION COMPUTER ENTERTAINMENT SYSTEM, PLAYSTATION3 IN SPRING 2006. Press release. http://www.scei.co.jp/corporate/release/pdf/050517e.pdf. Retrieved on 2009-01-16.
- ^ a b "Sony Introduces Playstation 3, to launch in 2006". AnandTech. 2005-05-16. http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4. Retrieved on 2009-01-16.
- ^ "Slides from Sony's 2006 GDC Presentation". Game Watch. http://www.watch.impress.co.jp/game/docs/20060329/3dps3.htm. Retrieved on 2009-01-16.
- ^ ""PS3 Graphics Chip Goes 65nm in Fall". Edge Online. 2008-06-26. http://www.edge-online.com/news/ps3-graphics-chip-goes-65nm-fall. Retrieved on 2009-02-01.
- ^ Gantayat, Anoop (2006-01-30). "New PS3 tools". IGN.com. http://ps3.ign.com/articles/684/684400p1.html. Retrieved on 2006-08-28.
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