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NVIDIA Playstation 3 GPU 28nm

Graphics Processor
RSX-28nm
Pixel Shaders
24
Vertex Shaders
8
TMUs
24
ROPs
8
Memory Size
256 MB
Memory Type
GDDR3
Bus Width
128 bit
GPU Chip
GPU
Front 2
Front 2
Back
Back
The Playstation 3 GPU 28nm was a performance-segment gaming console graphics solution by NVIDIA, launched on June 3rd, 2013. Built on the 28 nm process, and based on the RSX-28nm graphics processor, in its RSX-D5305L variant, the device does not support DirectX. The RSX-28nm graphics processor is a relatively small chip with a die area of only 68 mm² and 302 million transistors. It features 24 pixel shaders and 8 vertex shaders, 24 texture mapping units, and 8 ROPs. NVIDIA includes 256 MB GDDR3 memory, which are connected using a 128-bit memory interface. The GPU is operating at a frequency of 550 MHz, memory is running at 650 MHz.
Its power draw is rated at 21 W maximum. The console's dimensions are 290 mm x 60 mm x 230 mm, and it features a igp cooling solution. Its price at launch was 299 US Dollars.

Graphics Processor

GPU Name
RSX-28nm
GPU Variant
RSX-D5305L
Architecture
Curie
Foundry
Sony
Process Size
28 nm
Transistors
302 million
Density
4.4M / mm²
Die Size
68 mm²

Graphics Card

Release Date
Jun 3rd, 2013
Generation
Console GPU
(Sony)
Production
End-of-life
Launch Price
299 USD

Clock Speeds

GPU Clock
550 MHz
Memory Clock
650 MHz
1300 Mbps effective

Memory

Memory Size
256 MB
Memory Type
GDDR3
Memory Bus
128 bit
Bandwidth
20.80 GB/s

Render Config

Pixel Shaders
24
Vertex Shaders
8
TMUs
24
ROPs
8

Theoretical Performance

Pixel Rate
4.400 GPixel/s
Vertex Rate
1.100 GVertices/s
Texture Rate
13.20 GTexel/s

Board Design

Length
290 mm
11.4 inches
Width
60 mm
2.4 inches
Height
230 mm
9.1 inches
Weight
2.1 kg (4.6 lbs)
TDP
21 W
Outputs
1x HDMI 1.3

Graphics Features

DirectX
N/A
OpenGL
ES 1.1
OpenCL
N/A
Vulkan
N/A
Pixel Shader
3.0
Vertex Shader
3.0

Console Notes

Playstation 3 Super Slim (5th Generation)
12GB CECH-43xxA = August 18th, 2013
250GB CECH-43xxB = August 18th, 2013
500GB CECH-43xxC = August 18th, 2013

RSX-28nm GPU Notes

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
16 floating-point operations per pipeline, per cycle

Pixel Floating Point Operations:
211.2 GFLOPS
(550MHz x 24 Shaders x 16 ops per clock per cycle)

8 parallel vertex pipelines @ 500 MHz
2 ALU operations per pipeline, per cycle
- 1 vector4
- 1 scalar, dual issue
10 floating-point operations per pipeline, per cycle

Vertex Floating Point Operations:
40.0 GFLOPS
(500MHz x 8 Shaders x 10 ops per clock per cycle)

Total Floating Point Operations:
251.2 GFLOPS
(550MHz x 24 Shaders x 16 ops per clock per cycle)
+(500MHz x 8 Shaders x 10 ops per clock per cycle)

74.0 billion shader operations/s
(24 Pixel Shader Pipelines x 5 ALUs x 550 MHz)
+(8 Vertex Shader Pipelines x 2 ALUs x 500 MHz)

24 texture filtering units (TF)
8 vertex texture addressing units (TA)
24 filtered samples per clock

Peak texel fillrate:
13.2 GTexel/s
(24 textures x 550 MHz)

32 unfiltered texture samples per clock
(8 TA x 4 texture samples)

8 Render Output units / pixel rendering pipelines

Peak pixel fillrate:
4.4 GPixel/s
(8 ROPs x 550 MHz)

Peak Z sample rate:
8.8 GSamples/s
(2 Z-samples x 8 ROPs x 550 MHz)

Peak Dot product operations:
56 billion/s (combined with Cell CPU)

128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)

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
May 16th, 2024 07:04 EDT change timezone

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