561:
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.
145:
82:
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22:
663:, 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
560:
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
859:
Different transistor densities on the die as well as the usage of specific parts more than others which leads to parts of the die heating up faster than others. This leads to different parts expanding at different rates, ultimately leading to parts of the RSX's BGA failing faster compared to other
641:
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
409:
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
786:
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.
124:
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
658:
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
881:
in comparison to the PlayStation 3's running temperatures during intense gameplay. This leads to it transitioning to a state in which it does not support the solder in between the die and the interposer.
628:
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
1152:
675:
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.
931:"SONY COMPUTER ENTERTAINMENT INC. TO LAUNCH ITS NEXT GENERATION COMPUTER ENTERTAINMENT SYSTEM, PLAYSTATION3 IN SPRING 2006" (Press release). Sony Computer Entertainment Inc. 2005-05-16.
650:
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.
116:
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
1827:
633:
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).
1099:
856:
of different components on and in the interposer and die. This leads to these components expanding at different rates which puts shear stress on the BGA.
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2417:
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2385:
1264:
2480:
2432:
1071:
Young Yang, Se; Kim, Ilho; Lee, Soon-Bok (2008). "A Study on the
Thermal Fatigue Behavior of Solder Joints Under Power Cycling Conditions".
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Besides local GDDR3 memory, main XDR memory can be accessed by RSX too, which is limited to either:
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2395:
895:
842:
156:
2005 conference, slides from the same conference, and slides from a Sony presentation at the 2006
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1965:
1658:
908:
152:
Unless otherwise noted, the following specifications are based on a press release by Sony at the
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of the BGA which leads to voids inside of the solder. These voids hasten the failure of the BGA.
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280:
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2111:
904:
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Cell from RSX (IOIFI) : 15 GB/s (practical : 11.9 GB/s @ packetsize 128B)
133:, is also used complementarily for some graphics-related computational loads of the console.
126:
2212:
1373:
1209:
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process. The 90nm version of the RSX was packaged (in the context of thermal strain) with
8:
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1484:
1479:
1474:
1455:
1450:
1354:
978:
672:
668:
550:
Cell to RSX (IOIFO): 20 GB/s (practical : 15.8 GB/s @ packetsize 128B)
400:
Minimum access granularity = 8 bytes -> same as buswidth between RSX <> GDDR
117:
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1080:
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2240:
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1202:
834:
1013:"Sony PS3 upgraded with cooler 40-nm RSX graphics chip, profits await (updated)"
144:
81:
2427:
1973:
1864:
1628:
791:
647:
200:
Maximum Texel fillrate: 13.2 Gigatexels per second (24 textures * 550 MHz)
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1137:
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2180:
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1950:
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sample rate: 8.8 Gigasamples per second (2 Z-samples * 8 ROPs * 550 MHz)
109:
86:
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24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
183:
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1801:
1312:
1178:
A systematic approach to qualification of 90 nm low-K flip-chip packaging
664:
226:
217:
179:
in 2008 to 40 nm in 2010), and to 28 nm in 2013, 300+ million transistors
2051:
1840:
1664:
1588:
1051:
838:
189:
1883:
2344:
1297:
945:
870:
556:
RSX to/from 256 MB GDDR3 : 20.8 GB/s (@ 650 MHz)
50:. Statements consisting only of original research should be removed.
1292:
1287:
899:
291:
255:
798:
2005 that the RSX is twice as powerful as the GeForce 6800 Ultra.
269:
576 KB texture cache (96 KB per quad of pixel pipelines)
203:
32 unfiltered texture samples per clock (8 TA * 4 texture samples)
2349:
2281:
2255:
2101:
1984:
1940:
1238:
2149:
2250:
1810:
1652:
1225:
101:
100:
is a proprietary graphics processing unit (GPU) codeveloped by
766:
Extra texture lookup logic (helps RSX transport data from XDR)
2106:
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1955:
1599:
1574:
1568:
176:
172:
171:
550 MHz Pixel shader clock / 500 MHz Vertex shader clock on
164:
121:
2497:
2301:
2076:
1558:
815:
630:
213:
Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
105:
1073:
IEEE Transactions on
Components and Packaging Technologies
1052:"Microsoft's Xbox 360, Sony's PS3 - A Hardware Discussion"
229:
operations: 51 billion per second (combined with Cell CPU)
1278:
1273:
1194:
782:
saying that the "RSX shares a lot of inner workings with
130:
653:
410:
breakdown of the address within 256 MB of the RSX.
376:
1175:
795:
725:
Total
Texture Cache Per Quad of Pixel Pipes (L1 and L2)
394:
4096 Pages per bank (4 KB) -> 12bit Row
Address
258:
Memory interface bus width: 56bit out of 64bit (serial)
153:
642:
weak console CPU. At a lower level developers can use
961:"NVIDIA Tegra K1 Preview & Architecture Analysis"
1176:Vissa, U; Butel, N; Rowatt, J; Thielen, C. (2006).
1153:"Low Tg Underfill: The Good, The Bad, and The Ugly"
1005:
946:"Sony Introduces PlayStation 3, to launch in 2006"
794:stated during Sony's pre-show press conference at
547:Cell to/from 256 MB XDR : 25.6 GB/s
294:texture filtering, quincunx antialiasing, up to 4x
534:0 MB - 512 MB (0x00000000 - 0x1FFFFFFF)
520:0 MB - 256 MB (0x00000000 - 0x0FFFFFFF)
2564:
1150:
1070:
397:Memory block in a page -> 9bit Column Address
163:The RSX has a floating-point performance of 192
1046:
1044:
810:, the RSX was originally manufactured with the
538:
2165:
1506:
1210:
264:15 GB/s write to the Cell and XDR memory
1130:Electromigration Reliability of Solder Balls
1127:
1041:
983:: CS1 maint: multiple names: authors list (
261:20 GB/s read to the Cell and XDR memory
940:
938:
750:28 nm/40 nm/65 nm/90 nm
2172:
2158:
1263:
1237:
1217:
1203:
1128:Hau-Riege, Christine; Yau, YouWen (2018).
991:
877:that is present in the RSX has a very low
2481:PlayStation Official Magazine ā Australia
869:In the PS3 the RSX was packaged with the
272:Support for PSGL (OpenGL ES 1.1 + Nvidia
66:Learn how and when to remove this message
1025:
935:
854:Coefficient of Thermal Expansions (CTEs)
759:Other RSX features/differences include:
543:System bandwidth (theoretical maximum):
143:
112:game console. It is based on the Nvidia
80:
1019:
924:
848:Some of the factors of failure include
246:20.8 GB/s read and write bandwidth
2565:
286:Other features: Support for Bilinear,
240:256 MB GDDR3 RAM at 650 MHz
2153:
2013:
1788:
1505:
1236:
1198:
999:"PS3 Graphics Chip Goes 65nm in Fall"
654:Differences with the G70 architecture
377:Local GDDR3 physical memory structure
845:failing at an abnormally fast rate.
15:
1151:Hillman, C; Blattau, N; Sharon, G.
622:22.4GB/s (20.8GB/s @ 650 MHz)
611:22.4GB/s (20.8GB/s @ 650 MHz)
302:, Alpha to Coverage and Alphakill.
210:(ROPs) / pixel rendering pipelines
120:. The GPU makes use of 256 MB
85:The RSX 'Reality Synthesizer' on a
13:
2474:PlayStation Official Magazine ā UK
2467:PlayStation: The Official Magazine
2460:Official U.S. PlayStation Magazine
1789:
1100:"Why Nvidia's chips are defective"
646:, which is an API that builds RSX
391:8 Banks per partition (16 MB)
14:
2594:
2179:
1098:Demerjian, Charlie (2008-09-01).
871:Flip Chip Ball Grid Array (FCBGA)
773:
714:Post Transform and Lighting Cache
589:16MB/s (15.6MB/s @ 650 MHz)
404:
148:Length of chip at bottom: 4.28 cm
139:
2539:
2538:
958:
636:
305:
20:
1169:
1144:
1121:
959:Klug, Anand Lal Shimpi, Brian.
232:128-bit pixel precision offers
2192:Sony Interactive Entertainment
1667:(framebuffer in system memory)
1091:
1064:
1026:Gantayat, Anoop (2006-01-30).
952:
564:
1:
918:
197:24 filtered samples per clock
833:. These factors lead to the
814:before transitioning to the
539:Speed, bandwidth and latency
234:High Dynamic Range rendering
7:
2014:
885:
801:
158:Game Developer's Conference
46:the claims made and adding
10:
2599:
2573:Nvidia graphics processors
1224:
1001:. Edge Online. 2008-06-26.
778:Sony staff were quoted in
385:2 Partitions (128 MB)
251:Cell FlexIO bus interface
2526:
2490:
2446:
2358:
2310:
2269:
2231:
2223:RSX 'Reality Synthesizer'
2200:
2187:
2069:
2024:
2020:
2009:
1982:
1964:
1930:
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1872:RSX 'Reality Synthesizer'
1849:
1826:
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1795:
1784:
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1609:
1545:
1516:
1512:
1507:Software and technologies
1501:
1464:
1420:
1372:
1331:
1256:
1252:
1232:
1186:10.1109/ECTC.2006.1645618
1138:10.1109/IPFA.2018.8452576
1085:10.1109/TCAPT.2007.906294
78:GPU for the PlayStation 3
2208:Technical specifications
948:. AnandTech. 2005-05-16.
763:More shader instructions
382:Total Memory 256 MB
243:128-bit memory bus width
95:RSX 'Reality Synthesizer
2513:PlayStation 3 Jailbreak
1659:Scalable Link Interface
1625:(variable refresh rate)
1517:Multimedia acceleration
1015:. Engadget. 2010-04-26.
510:GRAPH: Graphic Context
455:RAMIN: Instance Memory
388:64bit bus per partition
1681:GPU microarchitectures
1673:(live video upscaling)
1671:Video Super Resolution
1591:(ray tracing platform)
1421:Unified shaders &
831:die packaging elements
281:S3 Texture Compression
182:Based on NV47 (Nvidia
149:
90:
2508:PlayStation 3 cluster
2297:Life with PlayStation
2218:Cell (microprocessor)
2112:Mellanox Technologies
905:Cell Broadband Engine
835:Ball Grid Array (BGA)
769:Fast vector normalize
671:in order to keep the
147:
127:Cell Broadband Engine
84:
1257:Fixed pixel pipeline
780:PlayStation Magazine
477:RAMFC: FIFO Context
2583:Sony semiconductors
2433:TurboGrafx-16 games
2318:PlayStation Network
1595:Nvidia System Tools
837:between the chip's
806:In the case of the
208:render output units
175:process (shrunk to
2386:Best-selling games
1602:(video decode API)
1555:(shading language)
1468:& tensor cores
578:256 MB GDDR3
466:RAMHT: Hash Table
150:
91:
31:possibly contains
2560:
2559:
2147:
2146:
2143:
2142:
2139:
2138:
2037:Chris Malachowsky
2005:
2004:
2001:
2000:
1917:Shield Android TV
1780:
1779:
1776:
1775:
1571:(ray tracing API)
1497:
1496:
1493:
1492:
1307:
1306:
1247:
965:www.anandtech.com
873:process. The die
757:
756:
673:graphics pipeline
626:
625:
514:
513:
372:CXD5302A1 GB
363:CXD5300A1 GB
323:CXD2971-1 GB
76:
75:
68:
33:original research
2590:
2542:
2541:
2454:PlayStation Blog
2330:PlayStation Home
2246:PlayStation Move
2174:
2167:
2160:
2151:
2150:
2097:Cumulus Networks
2092:Bright Computing
2077:3dfx Interactive
2022:
2021:
2011:
2010:
1892:
1880:
1868:
1797:
1796:
1786:
1785:
1617:Nvidia 3D Vision
1583:Nvidia Omniverse
1564:Nvidia GameWorks
1538:(video decoding)
1532:(video decoding)
1526:(video encoding)
1514:
1513:
1503:
1502:
1261:
1260:
1254:
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1205:
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1164:
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1148:
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1125:
1119:
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1106:. Archived from
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942:
933:
932:
928:
864:Electromigration
822:and finally the
742:PCI-Express 16x
720:45 max vertices
692:GDDR3 Memory bus
678:
677:
569:
568:
499:Graphic Objects
413:
412:
129:, the console's
98:
71:
64:
60:
57:
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48:inline citations
24:
23:
16:
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2438:Cancelled games
2396:PS one Classics
2354:
2335:PlayStation Now
2306:
2277:System software
2265:
2241:PlayStation Eye
2227:
2196:
2183:
2178:
2148:
2135:
2065:
2059:Ranga Jayaraman
2056:Debora Shoquist
2016:
1997:
1978:
1960:
1926:
1907:Shield Portable
1895:
1889:Nintendo Switch
1886:
1874:
1862:
1845:
1822:
1791:
1772:
1676:
1649:(module/socket)
1643:(module/socket)
1637:(multi-monitor)
1635:Nvidia Surround
1631:(GPU switching)
1605:
1541:
1508:
1489:
1460:
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1374:Unified shaders
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1028:"New PS3 tools"
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888:
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717:63 max vertices
687:nVidia 7800GTX
656:
648:command buffers
639:
575:256 MB XDR
567:
541:
504:FFE0000-FFFFFFF
493:FFD0000-FFDFFFF
482:FFC0000-FFCFFFF
471:FFA0000-FFA0FFF
460:FF90000-FF93FFF
449:FF80000-FFFFFFF
438:FC00000-FFFFFFF
427:0000000-FBFFFFF
407:
379:
340:CXD2991 GB
337:CXD2982 GB
320:CXD2971 GB
308:
290:, anisotropic,
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2428:NEOGEO Station
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2062:Jonah M. Alben
2060:
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2039:
2034:
2032:Jen-Hsun Huang
2028:
2026:
2018:
2017:
2007:
2006:
2003:
2002:
1999:
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1974:Project Denver
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1790:Other products
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917:
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902:
887:
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882:
867:
861:
857:
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792:Jen-Hsun Huang
775:
774:Press releases
772:
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767:
764:
755:
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405:RSX memory map
403:
402:
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398:
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389:
386:
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378:
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141:
140:Specifications
138:
77:
74:
73:
28:
26:
19:
9:
6:
4:
3:
2:
2595:
2584:
2581:
2579:
2578:PlayStation 3
2576:
2574:
2571:
2570:
2568:
2553:
2552:
2551:PlayStation 4
2547:
2545:
2537:
2535:
2534:
2533:PlayStation 2
2530:Predecessor:
2529:
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2406:North America
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2292:XrossMediaBar
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2211:
2209:
2206:
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2203:
2199:
2193:
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2186:
2182:
2181:PlayStation 3
2175:
2170:
2168:
2163:
2161:
2156:
2155:
2152:
2131:
2128:
2125:
2123:
2120:
2118:
2117:Mental Images
2115:
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2110:
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2100:
2098:
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2033:
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2029:
2027:
2023:
2019:
2012:
2008:
1994:
1991:
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1988:
1986:
1981:
1975:
1972:
1971:
1969:
1967:
1963:
1957:
1954:
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1949:
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1939:
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1936:
1933:
1929:
1923:
1920:
1918:
1915:
1913:
1912:Shield Tablet
1910:
1908:
1905:
1904:
1902:
1900:Nvidia Shield
1898:
1890:
1885:
1882:
1878:
1877:PlayStation 3
1873:
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1866:
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1825:
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1811:Nvidia Quadro
1809:
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1623:Nvidia G-Sync
1621:
1618:
1615:
1614:
1612:
1608:
1601:
1598:
1596:
1593:
1590:
1587:
1585:(3D graphics)
1584:
1581:
1577:(physics SDK)
1576:
1573:
1570:
1567:
1566:
1565:
1562:
1560:
1557:
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1110:on 2009-05-25
1109:
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986:
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966:
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947:
941:
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927:
923:
914:
913:PlayStation 3
910:
906:
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901:
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890:
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876:
872:
868:
865:
862:
858:
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851:
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849:
846:
844:
840:
836:
832:
829:
825:
821:
817:
813:
812:90nm process.
809:
808:PlayStation 3
799:
797:
793:
788:
785:
781:
768:
765:
762:
761:
760:
752:
749:
746:
745:
741:
738:
736:CPU interface
735:
734:
730:
727:
724:
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697:
694:
691:
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686:
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662:
651:
649:
645:
637:RSX libraries
634:
632:
621:
618:
615:
614:
610:
607:
604:
603:
599:
596:
593:
592:
588:
585:
582:
581:
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562:
555:
552:
549:
546:
545:
544:
533:
532:
526:
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524:
523:
519:
518:
517:
509:
506:
503:
502:
498:
495:
492:
491:
487:
484:
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470:
469:
465:
462:
459:
458:
454:
451:
448:
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440:
437:
436:
432:
429:
426:
425:
421:
418:
416:Address Range
415:
414:
411:
399:
396:
393:
390:
387:
384:
381:
380:
371:
368:
365:
362:
359:
358:
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351:
348:
345:
342:
339:
336:
333:
332:
331:
325:
322:
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316:
313:
312:
311:
306:Model numbers
303:
301:
297:
293:
289:
282:
278:
275:
271:
268:
263:
260:
257:
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250:
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235:
231:
228:
224:
219:
215:
212:
211:
209:
205:
202:
199:
196:
195:
193:
191:
190:Little Endian
188:
186:architecture)
185:
181:
178:
174:
170:
169:
168:
166:
161:
159:
155:
146:
137:
134:
132:
128:
123:
119:
115:
111:
110:PlayStation 3
107:
103:
99:
88:
87:PlayStation 3
83:
70:
67:
59:
49:
45:
41:
35:
34:
29:This article
27:
18:
17:
2549:
2531:
2518:Kevin Butler
2503:Folding@home
2479:
2472:
2465:
2458:
2418:PS2 Classics
2122:PortalPlayer
2070:Acquisitions
2042:Curtis Priem
1934:and embedded
1884:Tegra NX-SoC
1871:
1836:Nvidia Tesla
1758:Ada Lovelace
1610:Technologies
1244:List of GPUs
1177:
1171:
1159:. Retrieved
1146:
1129:
1123:
1112:. Retrieved
1108:the original
1104:The Inquirer
1103:
1093:
1076:
1072:
1066:
1055:. Retrieved
1032:. Retrieved
1021:
1007:
993:
968:. Retrieved
964:
954:
926:
911:used in the
898:used in the
847:
828:incompatible
805:
789:
779:
777:
758:
753:110 nm
661:local memory
657:
643:
640:
627:
559:
542:
515:
488:DMA Objects
433:Framebuffer
408:
355:
329:
309:
285:
279:Support for
184:GeForce 7800
162:
151:
135:
94:
92:
62:
53:
30:
2548:Successor:
2423:Classics HD
2323:2011 outage
2287:Remote Play
2261:DualShock 3
2233:Accessories
1922:GeForce Now
1816:Quadro Plex
1802:Workstation
1661:(multi-GPU)
1619:(stereo 3D)
1466:Ray tracing
1431:GeForce 600
1313:GeForce 256
1265:Pre-GeForce
790:Nvidia CEO
784:NVIDIA 7800
565:Speed table
227:dot product
218:Z-buffering
89:motherboard
2567:Categories
2411:PAL region
2052:Bill Dally
2047:David Kirk
2025:Key people
1853:components
1688:Fahrenheit
1665:TurboCache
1655:(protocol)
1589:Nvidia RTX
1475:GeForce 20
1114:2023-11-12
1057:2014-03-08
1034:2006-08-28
970:2024-08-13
919:References
852:Different
839:interposer
747:Technology
681:Difference
594:Cell Write
369:CXD5302DGB
366:CXD5301DGB
360:CXD5300AGB
352:CXD2991EGB
349:CXD2991CGB
346:CXD2991GGB
343:CXD2991BGB
317:CXD2971DGB
314:CXD2971AGB
56:March 2018
40:improve it
2345:FirstPlay
1983:Computer
1800:Graphics
1763:Blackwell
1536:PureVideo
1382:GeForce 8
1345:GeForce 3
1161:March 19,
1030:. IGN.com
875:underfill
616:RSX Write
583:Cell Read
572:Processor
444:GPU Data
326:CXD297BGe
288:trilinear
118:pipelines
44:verifying
2544:Category
2391:PS Minis
2270:Software
2201:Hardware
1985:chipsets
1546:Software
1293:RIVA TNT
1288:RIVA 128
1079:: 3ā12.
979:cite web
900:Xbox 360
886:See also
841:and its
802:Bumpgate
619:10.6GB/s
608:15.5GB/s
605:RSX Read
597:24.9GB/s
586:16.8GB/s
422:Comment
292:quincunx
225:Maximum
216:Maximum
108:for the
2491:Related
2350:VidZone
2311:Network
2282:OtherOS
2256:Sixaxis
2102:DeepMap
2015:Company
1941:GoForce
1851:Console
1728:Maxwell
1703:Rankine
1693:Celsius
1339:shaders
1239:GeForce
698:256bit
665:buffers
356:40nm:
334:CXD2982
330:65nm:
310:90nm:
254:Rambus
114:7800GTX
38:Please
2251:PlayTV
2213:Models
2132:Stexar
2129:MediaQ
2126:Exluna
1993:nForce
1951:Jetson
1753:Hopper
1748:Ampere
1743:Turing
1733:Pascal
1723:Kepler
1698:Kelvin
1653:NVLink
1333:Vertex
1311:
1226:Nvidia
739:FlexIO
695:128bit
669:caches
644:LibGCM
600:4GB/s
430:252 MB
165:GFLOPS
102:Nvidia
2447:Media
2401:Japan
2359:Games
2107:Icera
2082:Ageia
1956:Tegra
1946:Drive
1828:GPGPU
1804:cards
1768:Rubin
1738:Volta
1718:Fermi
1713:Tesla
1708:Curie
1600:VDPAU
1575:PhysX
1569:OptiX
1530:NVDEC
1524:NVENC
1337:pixel
1156:(PDF)
892:Xenos
860:parts
731:48kB
507:128KB
452:512KB
177:65 nm
173:90 nm
122:GDDR3
97:'
2498:Zego
2340:Qore
2302:PSGL
1966:CPUs
1932:SoCs
1865:Xbox
1860:NV2A
1559:CUDA
1441:800M
1423:NUMA
1350:4 Ti
1335:and
1323:4 MX
1298:TNT2
1163:2024
985:link
824:28nm
820:40nm
816:65nm
728:96kB
703:ROPs
667:and
631:HDMI
527:-or-
496:64KB
485:64KB
463:16KB
441:4 MB
419:Size
300:SSAA
296:MSAA
106:Sony
104:and
93:The
2381:QāZ
2376:JāP
2371:DāI
2366:AāC
2087:ULi
1841:DGX
1647:SXM
1641:MXM
1446:900
1436:700
1412:500
1407:400
1402:300
1397:200
1392:100
1279:NV2
1274:NV1
1182:doi
1134:doi
1081:doi
909:CPU
896:GPU
843:die
709:16
684:RSX
474:4KB
256:XDR
131:CPU
42:by
2569::
1553:Cg
1485:40
1480:30
1456:16
1451:10
1355:FX
1180:.
1132:.
1102:.
1077:31
1075:.
1043:^
981:}}
977:{{
963:.
937:^
907:ā
894:ā
879:Tg
818:,
796:E3
298:,
274:Cg
206:8
167:.
160:.
154:E3
2173:e
2166:t
2159:v
1891:)
1887:(
1879:)
1875:(
1867:)
1863:(
1387:9
1365:7
1360:6
1318:2
1246:)
1242:(
1218:e
1211:t
1204:v
1188:.
1184::
1165:.
1140:.
1136::
1117:.
1087:.
1083::
1060:.
1037:.
987:)
973:.
706:8
276:)
69:)
63:(
58:)
54:(
36:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.