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The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) co-developed by Nvidia and Sony for the PlayStation 3 video game console. The chip is based on the Nvidia G70, features 256 MB memory and has a performance of 228.8 GFLOPS. Although it carries the majority of the graphics processing, the Cell Broadband Engine, the console's CPU, is also used complementarily for some graphics-related computational loads of the console. ==Specifications== Unless otherwise noted, the following specifications are based on a press release by Sony at the E3 2005 conference, slides from the same conference,〔(【引用サイトリンク】date=2005-05-16 )〕 and slides from a Sony presentation at the 2006 Game Developer's Conference.〔(【引用サイトリンク】publisher=Game Watch )〕 *Based on G70 Chip in turn based on the NV47 (GeForce 7800 GTX) but with only 8 ROPs activated and 128 Bit memory interface * 500 MHz on 90 nm process (shrunk to 65 nm in 2008〔(【引用サイトリンク】date=2008-06-26 )〕 and to 40 nm in 2010〔(【引用サイトリンク】date=2010-04-26 )〕) * 300+ million transistors * Multi-way programmable parallel floating-point shader pipelines * Independent pixel/vertex shader architecture * * 24 parallel pixel-shader ALU pipes clocked @ 550 MHz * * * 5 ALU operations per pipeline, per cycle (2 vector4, 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU) * * * 10 floating-point operations per pipeline, per cycle * * 8 parallel vertex-shader pipelines @550 MHz * * * 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue) * * * 10 floating-point operations per pipeline, per cycle * * Floating Point Operations: 228.8 GFLOPS 〔 page 18, "Figure 18 Tegra K1 delivers much higher graphics processing power than current generation consoles"〕 * * *74.8 billion shader operations per second (24 Pixel Shader Pipelines *5 ALUs *550 MHz) + (8 Vertex Shader Pipelines *2 ALUs *550 MHz) * * 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 Dot product operations: 56 billion per second (combined with Cell CPU) * * 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 * * * 20 GB/s read to the Cell and XDR memory * * * 15 GB/s write to the Cell and XDR memory * Support for PSGL (OpenGL ES 1.1 + Nvidia Cg) * Support for S3TC texture compression 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「RSX 'Reality Synthesizer'」の詳細全文を読む スポンサード リンク
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