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The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) codeveloped by
Nvidia Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to ...
and
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professiona ...
for the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on November 11, 2006, in Japan, November ...
game console. It is a GPU based on the Nvidia 7800GTX graphics processor and, according to Nvidia, is a G70/G71 (previously known as NV47) hybrid architecture with some modifications. The RSX has separate vertex and pixel shader pipelines. The GPU makes use of 256 MB GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.3 GHz and up to 224 MB of the 3.2 GHz XDR main memory via the CPU (480 MB max). Although it carries the majority of the graphics processing, the
Cell Broadband Engine Cell is a multi-core microprocessor microarchitecture that combines a general-purpose PowerPC core of modest performance with streamlined coprocessing elements which greatly accelerate multimedia and vector processing applications, as well as m ...
, 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, and slides from a Sony presentation at the 2006 Game Developer's Conference. * 550 MHz Pixel shader clock / 500 MHz Vertex shader clock on
90 nm The 90  nm process refers to the level of MOSFET (CMOS) fabrication process technology that was commercialized by the 2003–2005 timeframe, by leading semiconductor companies like Toshiba, Sony, Samsung, IBM, Intel, Fujitsu, TSMC, El ...
process (shrunk to 65 nm in 2008 and to 40 nm in 2010), 300+ million transistors * Based on NV47 (Nvidia GeForce 7800 architecture) *
Little Endian In computing, endianness, also known as byte sex, is the order or sequence of bytes of a word of digital data in computer memory. Endianness is primarily expressed as big-endian (BE) or little-endian (LE). A big-endian system stores the most si ...
* 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 * 4 texture samples) ** 8 render output units (ROPs) / pixel rendering pipelines *** Peak pixel fillrate (theoretical): 4.4 Gigapixel per second *** Maximum
Z-buffering A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
sample rate: 8.8 Gigasamples per second (2 Z-samples * 8 ROPs * 550 MHz) ** Maximum dot product operations: 51 billion per second (combined with Cell CPU) ** 128-bit pixel precision offers High Dynamic Range rendering * 256 MB GDDR3 RAM at 650 MHz ** 128-bit memory bus width ** 20.8 GB/s read and write bandwidth * Cell FlexIO bus interface ** Rambus XDR Memory interface bus width: 56bit out of 64bit (serial) ** 20 GB/s read to the Cell and XDR memory ** 15 GB/s write to the Cell and XDR memory * 576 KB texture cache (96 KB per quad of pixel pipelines) * Support for PSGL (OpenGL ES 1.1 + Nvidia Cg) * Support for
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 accelerat ...
Other features: Support for Bilinear, trilinear, anisotropic,
quincunx A quincunx () is a geometric pattern consisting of five points arranged in a cross, with four of them forming a square or rectangle and a fifth at its center. The same pattern has other names, including "in saltire" or "in cross" in heraldry (d ...
texture filtering, quincunx antialiasing, up to 4x MSAA, SSAA, Alpha to Coverage and Alphakill.


Model numbers

90nm: * CXD2971AGB * CXD2971DGB * CXD2971GB * CXD2971-1GB * CXD297BGB 65nm: * CXD2982 * CXD2982GB * CXD2991GB * CXD2991BGB * CXD2991GGB * CXD2991CGB * CXD2991EGB 40nm: * CXD5300AGB * CXD5300A1GB * CXD5301DGB * CXD5302DGB * CXD5302A1GB


Local GDDR3 physical memory structure

* Total Memory 256MB * 2 Partitions (128MB) * 64bit bus per partition * 8 Banks per partition (16MB) * 4096 Pages per bank (4KB) -> 12bit Row Address * Memory block in a page -> 9bit Column Address * Minimum access granularity = 8 bytes -> same as buswidth between RSX <> GDDR


RSX memory map

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


Speed, bandwidth and latency

System bandwidth (theoretical maximum): *Cell to/from 256MB XDR : 25.6 GB/s *Cell to RSX (IOIFO): 20GB/s (practical : 15.8GB/s @ packetsize 128B) *Cell from RSX (IOIFI) : 15GB/s (practical : 11.9GB/s @ packetsize 128B) *RSX to/from 256MB GDDR3 : 20.8GB/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 (front and back end, although the pixel shaders run separately inside at 550Mhz). In addition, the GDDR3 memory was also clocked lower at 650Mhz.


Speed table

Because of the very slow Cell Read speed from the 256MB 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 audio/video interface for transmitting uncompressed video data and compressed or uncompressed digital audio data from an HDMI-compliant source device, such as a display controlle ...
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 buffer This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B ...
s 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 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
Jen-Hsun Huang Jen-Hsun "Jensen" Huang (; born February 17, 1963) is a Taiwanese American billionaire business magnate, electrical engineer, and the co-founder, current president and CEO of Nvidia Corporation. Early years and education Huang was born in Ta ...
stated during Sony's pre-show press conference at E3 2005 that the RSX is twice as powerful as the GeForce 6800 Ultra.


See also

* Xenos -
GPU A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobi ...
used in the
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generati ...
*
Cell Broadband Engine Cell is a multi-core microprocessor microarchitecture that combines a general-purpose PowerPC core of modest performance with streamlined coprocessing elements which greatly accelerate multimedia and vector processing applications, as well as m ...
- CPU used in the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on November 11, 2006, in Japan, November ...


References

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