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The Reality Synthesizer (RSX) is a proprietary
graphics processing unit A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
(GPU) developed jointly by
Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
and
Sony is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
for the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...
video game console. Based on Nvidia's GeForce 7 series, specifically the 7800 GTX, the RSX utilizes a hybrid design incorporating elements of the G70 and G71 (previously known as NV47) architecture. It features separate vertex and pixel shader
pipelines A pipeline is a system of pipes for long-distance transportation of a liquid or gas, typically to a market area for consumption. The latest data from 2014 gives a total of slightly less than of pipeline in 120 countries around the world. The Un ...
and supports advanced graphics rendering features such as
high dynamic range High dynamic range (HDR), also known as wide dynamic range, extended dynamic range, or expanded dynamic range, is a signal with a higher dynamic range than usual. The term is often used in discussing the dynamic ranges of images, videos, audio o ...
, anti-aliasing, and
S3 texture compression S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. for use in their Savage 3D computer graphics accele ...
, with a theoretical floating-point performance of 192 GFLOPS. The RSX includes 256 MB of GDDR3 SDRAM, clocked at 650 MHz with an effective transmission rate of 1.3 GHz. It can also access up to 224 MB of the console’s XDR DRAM main memory through the Cell Broadband Engine, the PlayStation 3's CPU, allowing for a combined maximum of 480 MB of usable memory. While the RSX handles the majority of graphics processing tasks, the Cell processor assists with graphics-related computations, offering a complementary role in rendering workloads.


Specifications


Specifications

Unless otherwise noted, the following specifications are derived from Sony’s press materials released at the E3 2005 conference, slides presented at the same event, and a Sony presentation at the 2006
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and ...
. * Floating-point performance: 192 GFLOPS * Core clock: 500 MHz * Manufacturing process: 90 nm (initial), 65 nm (2008), 40 nm (2010), and 28 nm (2013) * Transistor count: Over 300 million * Architecture: Based on NV47 ( GeForce 7 series) * Endianness:
Little-endian '' Jonathan_Swift.html" ;"title="Gulliver's Travels'' by Jonathan Swift">Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of d ...
* Texture units: 24 texture filtering (TF), 8 vertex texture addressing (TA) * Texel fillrate: 12.0 gigatexels/sec (24 TF × 500 MHz) * Texture sampling: 32 unfiltered samples/clock (8 TA × 4 samples) * Render output units (ROPs): 8 * Peak pixel fillrate (theoretical): 4.0 gigapixels/sec * Z-buffering rate: 8.0 gigasamples/sec (2 samples × 8 ROPs × 500 MHz) *
Dot product In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a Scalar (mathematics), scalar as a result". It is also used for other symmetric bilinear forms, for example in a pseudo-Euclidean space. N ...
operations: Up to 51 billion/sec (combined with Cell CPU) * Pixel precision: 128-bit, supporting high-dynamic-range rendering * Interfaces: Cell FlexIO * API support: PSGL (based on OpenGL ES 1.1 and Nvidia Cg) * Texture compression: Support for S3TC


Additional features

* Texture filtering: Bilinear, trilinear, anisotropic,
quincunx A quincunx ( ) is a geometry, geometric pattern consisting of five points arranged in a cross, with four of them forming a Square (geometry), square or rectangle and a fifth at its center. The same pattern has other names, including "in saltire" ...
* Antialiasing: Quincunx, up to 4× MSAA, SSAA, Alpha to Coverage, Alphakill


Memory architecture

* GDDR3 SDRAM memory: ** 256 MB at 650 MHz ** 128-bit interface ** 20.8 GB/s bandwidth ** Structure: 2 partitions (128 MB each) *** Bus width: 64-bit per partition *** Banks: 8 per partition (16 MB per bank) *** Pages per bank: 4,096 (4 KB per page) *** Row address: 12-bit *** Column address: 9-bit *** Minimum access granularity: 8 bytes (aligned with RSX–GDDR3 bus width) * Access to CPU Rambus XDR DRAM via Cell FlexIO bus interface ** 56-bit serial out of 64-bit) ** Bandwidth: 20 GB/s read, 15 GB/s write * 576 KB texture cache (96 KB per quad of pixel pipelines)


RSX memory map

Although the RSX has 256 MB of GDDR3 RAM, not all of it is usable. The last 4 MB is reserved for keeping track of the RSX internal state and issued commands. The 4 MB of GPU Data contains RAMIN, RAMHT, RAMFC, DMA Objects, Graphic Objects, and the Graphic Context. The following is a breakdown of the address within 256 MB of the RSX. Besides local GDDR3 memory, main XDR memory can be accessed by RSX too, which is limited to either: * 0 MB – 256 MB (0x00000000 – 0x0FFFFFFF) ::-or- * 0 MB – 512 MB (0x00000000 – 0x1FFFFFFF)


Speed, bandwidth and latency

System bandwidth (theoretical maximum): *Cell to/from 256 MB XDR : 25.6 GB/s *Cell to RSX (IOIFO): 20 GB/s (practical : 15.8 GB/s @ packetsize 128B) *Cell from RSX (IOIFI) : 15 GB/s (practical : 11.9 GB/s @ packetsize 128B) *RSX to/from 256 MB GDDR3 : 20.8 GB/s (@ 650 MHz) Because of the aforementioned layout of the communication path between the different chips, and the latency and bandwidth differences between the various components, there are different access speeds depending on the direction of the access in relation to the source and destination. The following is a chart showing the speed of reads and writes to the GDDR3 and XDR memory from the viewpoint of the Cell and RSX. Note that these are measured speeds (rather than calculated speeds) and they should be worse if RSX and GDDR3 access are involved because these figures were measured when the RSX was clocked at 550Mhz and the GDDR3 memory was clocked at 700Mhz. The shipped PS3 has the RSX clocked in at 500Mhz. In addition, the GDDR3 memory was also clocked lower at 650Mhz.


Speed table

Because of the very slow Cell Read speed from the 256 MB GDDR3 memory, it is more efficient for the Cell to work in XDR and then have the RSX pull data from XDR and write to GDDR3 for output to the
HDMI High-Definition Multimedia Interface (HDMI) is a proprietary digital interface used to transmit high-quality video and audio signals between devices. It is commonly used to connect devices such as televisions, computer monitors, projectors, gam ...
display. This is why extra texture lookup instructions were included in the RSX to allow loading data from XDR memory (as opposed to the local GDDR3 memory).


RSX libraries

The RSX is dedicated to 3D graphics, and developers are able to use different API libraries to access its features. The easiest way is to use high level PSGL, which is basically OpenGL, ES with programmable pipeline added in, however this is unpopular due to the performance overhead on a relatively weak console CPU. At a lower level developers can use LibGCM, which is an API that builds RSX command buffers at a lower level. (PSGL is actually implemented on top of LibGCM). This is done by setting up commands (via FIFO Context) and DMA Objects and issuing them to the RSX via DMA calls.


Differences with the G70 architecture

The RSX 'Reality Synthesizer' is based on the G70 architecture, but features a few changes to the core. The biggest difference between the two chips is the way the memory bandwidth works. The G70 only supports rendering to local memory, while the RSX is able to render to both system and local memory. Since rendering from system memory has a much higher latency compared to rendering from local memory, the chip's architecture had to be modified to avoid a performance penalty. This was achieved by enlarging the chip size to accommodate larger buffers and caches in order to keep the
graphics pipeline The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2 ...
full. The result was that the RSX only has 60% of the local memory bandwidth of the G70, making it necessary for developers to use the system memory in order to achieve performance targets. Other RSX features/differences include: * More shader instructions * Extra texture lookup logic (helps RSX transport data from XDR) * Fast vector normalize


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. Nvidia CEO
Jensen Huang Jen-Hsun "Jensen" Huang ( zh, t=黃仁勳, poj=N̂g Jîn-hun, hp=Huáng Rénxūn; born February 17, 1963) is a Taiwanese and American businessman, electrical engineer, and philanthropist who is the president, co-founder, and chief executive of ...
stated during Sony's pre-show press conference at E3 2005 that the RSX is twice as powerful as the GeForce 6800 Ultra.


Bumpgate

The RSX GPU in early models of the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...
was initially fabricated using a 90 nm process and was affected by reliability issues related to its
packaging Packaging is the science, art and technology of enclosing or protecting products for distribution, storage, sale, and use. Packaging also refers to the process of designing, evaluating, and producing packages. Packaging can be described as a coo ...
and thermal behavior—a problem commonly referred to as "Bumpgate." The high operating temperatures of the chip could weaken the solder joints in the
ball grid array A ball grid array (BGA) is a type of surface-mount packaging (a chip carrier) used for integrated circuits. BGA packages are used to permanently mount devices such as microprocessors. A BGA can provide more interconnection pins than can be pu ...
(BGA) connecting the die to the interposer, leading to degraded performance or complete hardware failure over time. Several factors contributed to these failures: * Mismatched coefficients of thermal expansion between materials in the die and interposer caused differential expansion during thermal cycles, placing mechanical stress on the BGA. * Uneven heat distribution across the die, due to variable transistor densities and localized workloads, led to thermal hotspots. These caused parts of the die to expand at different rates, increasing mechanical fatigue in certain regions of the BGA. *
Electromigration Electromigration is the transport of material caused by the gradual movement of the ions in a Conductor (material), conductor due to the momentum transfer between conducting electrons and diffusing metal atoms. The effect is important in applicat ...
within the solder joints led to the formation of voids, further weakening the BGA connections. * The RSX was packaged using a flip-chip process. The underfill material used in early versions had a relatively low
glass transition temperature The glass–liquid transition, or glass transition, is the gradual and reversible transition in amorphous materials (or in amorphous regions within semicrystalline materials) from a hard and relatively brittle "glassy" state into a viscous or rub ...
(Tg), which could be exceeded during prolonged gameplay. Once the Tg was surpassed, the underfill lost structural integrity and provided less mechanical support to the solder joints, increasing the risk of failure. These issues primarily affected launch and early production units. Later revisions of the RSX transitioned to smaller process nodes— 65 nm in 2008, 40 nm in 2010, and 28 nm in 2013—which reduced power consumption and, in turn, heat generation, helping to mitigate the thermal stress that contributed to earlier failures.


See also

* XenosGPU used in the
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detail ...
* Cell Broadband EngineCPU used in the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...


References

{{DEFAULTSORT:Rsx 'Reality Synthesizer' Nvidia graphics processors PlayStation 3 Sony semiconductors