- RSX 'Reality Synthesizer'
The PAGENAME
graphics processing unit is a graphics chip design co-developed byNVIDIA andSony for thePlayStation 3 gaming console.pecifications
* 550 MHz on
90 nm process [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** 300+ million transistors [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4]
** Multi-way programmable parallel floating-pointshader pipelines [http://www.ps3.net/ps3-specs.php]
*** 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) [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=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 )
** 8Render Output unit s / 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)
*** Maximumanti-aliasing sample rate: 8.0 GigaSamples per second (2 AA samples * 8 ROPs * 550 MHz)
** MaximumDot product operations: 54 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 (HDR)
** 256MB GDDR3 RAM at 700 MHz [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4] [http://www.ps3.net/ps3-specs.php]
*** 128-bit memory bus width
*** 22.4GB /s read and write bandwidth
** Cell FlexIO bus interface
*** 20GB /s read to the Cell andXDR memory
*** 15 GB/s write to the Cell and XDR memory
** Support forOpenGL ES 2.0
** Support for S3TC texture compression 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]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. [http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4 AnandTech: Sony Introduces Playstation 3, to launch in 2006 ] ] NVIDIA CEO
Jen-Hsun Huang stated during Sony's pre-show press conference atE3 2005 that the RSX would be more powerful than two GeForce 6800 Ultra video cards combined.References
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