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User:JuneAugust/RSX

维基百科,自由的百科全书
Length of chip at bottom: 4.28 cm

RSX(Reality Synthesizer)(现实合成器)是一个由Nvidia索尼合作开发的PlayStation3游戏机专有图形处理单元(GPU)。

除非另有说明,以下规格是均出自索尼在2005年E3大会上发表的新闻稿[1],或是同一届会议上的幻灯片[2],或是索尼在2006年游戏开发者大会上的幻灯片介绍[3]

产品规格

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  • 时钟脉冲550MHz[4]90纳米英语90 nm制程(2008年升级至65纳米英语65 nm[5][6],2010年升级至40纳米[7]
  • Based on G70 Chip in turn based on the NV47[8] (GeForce 7800 GTX) but with only 8 ROPs activated[9] and 128 Bit memory interface
    • 3亿多个晶体管[2]
    • 多路可编程并行浮点着色管线
      • 独立的像素/顶点着色器架构
      • 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)[來源請求]
        • 10 FLOPS per pipeline, per cycle[10]
      • 8 parallel vertex-shader pipelines @550 MHz
        • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[來源請求]
        • 10 floating-point operations per pipeline, per cycle[來源請求]
      • Floating Point Operations: 176 GFLOPS (24 * 10 FLOPS * 550 + 8 * 10 FLOPS * 550)
        • 74.8 billion shader operations per second (24 Pixel Shader Pipelines*5 ALUs*550 MHz) + (8 Vertex Shader Pipelines*2 ALUs*550 MHz)
    • 24个纹理过滤单元(TF)和8个顶点纹理寻址单元(TA)
      • 24 Texture filtering samples per clock
        • Maximum Texel (graphics) 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 unit英语render output units / pixel rendering pipelines
      • 峰值像素填充率(理论值):每秒4.4 Gigapixel per second
      • Maximum Z-buffering sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
    • 最大点积运算:每秒560亿 (combined with Cell CPU)
    • 128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
    • 256 M GDDR3 RAM at 700 MHz
      • 128位内存总线宽度
      • 22.4G/s读取和写入带宽
    • Cell microprocessor FlexIO bus interface
      • 20 Gigabyte/s read to the Cell and XDR DRAM memory
      • 15 GB/s write to the Cell and XDR memory
    • 支持PSGL英语PSGL(OpenGL ES 1.1 + Cg (programming language)英语Nvidia Cg
    • 支持S3TCS3 Texture Compression英语S3TC纹理压缩[11]

新闻发布

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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."[12]由于G70能够执行每时钟周期136着色器的操作,在RSX预计将配备数量相同的G70并行的像素和顶点着色渲染管线的,其中包含24个像素和8条顶点管线[13]

Nvidia CEO Jen-Hsun Huang stated during Sony's pre-show press conference at E3 (Electronic Entertainment Expo) 2005 that the RSX is twice as powerful as the GeForce 6800 Ultra.[2]

相关条目

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注脚

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注释

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参考来源

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  1. ^ SONY COMPUTER ENTERTAINMENT INC. TO LAUNCH ITS NEXT GENERATION COMPUTER ENTERTAINMENT SYSTEM, PLAYSTATION3 IN SPRING 2006 (PDF) (新闻稿). Sony Computer Entertainment Inc. 2005-05-16 [2009-01-16] (英语). 
  2. ^ 2.0 2.1 2.2 Sony Introduces PlayStation 3, to launch in 2006. AnandTech. 2005-05-16 [2009-01-16] (英语). 
  3. ^ Slides from Sony's 2006 GDC Presentation. Game Watch. [2009-01-16] (英语). 
  4. ^ game. E3 2005:PS3主机发布会现场. 天极网游戏频道. 2005-05-17 [2013-12-24] (中文(中国大陆)). 
  5. ^ darren. 90nm源自G70:PS3的显示核心RSX就是G71?. IT168. 2005-11-07 [2013-12-19] (中文(中国大陆)). 
  6. ^ PS3 Graphics Chip Goes 65nm in Fall. Edge Online. 2008-06-26 [2009-02-01] (英语). 
  7. ^ Sony PS3 upgraded with cooler 40-nm RSX graphics chip, profits await (updated). Engadget. 2010-04-26 [2010-04-26] (英语). 
  8. ^ 西川善司. 西川善司の3DゲームファンのためのPS3アーキテクチャ講座. Impress Watch Corporation. [2013-12-19] (日语). 
  9. ^ Richard Leadbetter. Tech Focus: Next-Gen Consoles vs. The Age of Austerity. GamesIndustry International. [2013-12-19] (英语). 
  10. ^ Computing. Page 3 - GeForce 7800 GTX: Nvidia’s Nuclear Option. ExtremeTech. 2005-06-22 [2013-06-25] (英语). 
  11. ^ Gantayat, Anoop. New PS3 tools. IGN.com. 2006-01-30 [2006-08-28] (英语). 
  12. ^ 次世代VIVA!. PS3专用图形处理器RSX专业技术分析报告. PConline. 2006-02-24 [2013-12-19] (中文(中国大陆)). 
  13. ^ Steven Ken. PS3图形芯片RSX详细解析. 玩家网. 2006-10-30 [2013-12-19] (中文(中国大陆)). 

参考文献

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田野. 新一代游戏机大战 新一代技术革新. 大众硬件 (北京市: 科学出版社). 2005, (12) [2014-10-03]. ISSN 1672-0326.