RSX 'Reality Synthesizer'
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The RSX 'Reality Synthesizer' graphics processing unit is a graphics chip design co-developed by NVIDIA and Sony for the PlayStation 3 computer console.
Specifications
- 500 MHz G70 based GPU on 90 nm process[1]
- 300 milllion transistors total
- Multi-way programmable parallel floating-point shader pipelines
- Independent pixel/vertex shader architecture
- 24 parallel pixel pipelines
- 5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
- 27 FLOPS per pipeline per cycle
- 8 parallel vertex pipelines
- 2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
- 10 FLOPS per pipeline per cycle
- Announced: 74.8 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 550 MHz )
- Calculated: 68 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 500 MHz )
- Announced: 1.8 TFLOPS (trillion floating point operations per second)
- Calculated: 364 GFLOPS ( ((27 FLOPS x 24 pixel pipelines) + (10 FLOPS x 8 vertex pipelines)) x 500 MHz )
- 8 Render Output units
- 24 filtered and 32 unfiltered texture samples per clock
- Maximum vertex count: 1 billion vertices per second (8 vertex x 500 MHz / 4)
- Maximum polygon count: 333.3 million polygons per second (1 billion vertices per second / 3 vertices per tirangle)
- Maximum texel fillrate: 12 gigatexel per second fillrate (24 textures x 500 MHz)
- Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)
- Maximum Dot product operations: 33 billion per second
- 128-bit pixel precision offers rendering of scenes with high dynamic range imaging
- 128-bit memory bus width to 256-MiB GDDR3 VRAM
- Memory clock: 1.3 GHz (650 MHz × 2)[2]
- Maximum bandwidth bitrate: 20.8 GB per second
- Support for a superset of DirectX 9.0c/API and Shader Model 3.0
- S3TC [3]
Press Releases
Staff at 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 is expected to feature the same number of parallel pixel and vertex shader pipelines as the G70, which contains 24 pixel and 8 vertex pipelines. The specs announced at the Tokyo Game Show in September 2006 confirm this.[1]
NVIDIA CEO Jen-Hsun Huang stated during Sony's pre-show press conference at E3 2005 that the RSX will be more powerful than two GeForce 6800 Ultra video cards combined.
References
- ^ a b Tokyo Game Show. Retrieved on 2007-03-30.
- ^ Tokyo Game Show. Gamewatch.com. Retrieved on 2007-03-30.
- ^ Gantayat, Anoop (2006-01-30). New PS3 tools. IGN.com. Retrieved on 2006-08-28.