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RSX 'Reality Synthesizer' : ウィキペディア英語版
RSX 'Reality Synthesizer'

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)
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