Name | Chip | Memory | Shaders | TMUs | ROPs | GPU Clock | Memory Clock |
---|---|---|---|---|---|---|---|
RSX-CXD2991 | 256 MB | 24 / 8 | 24 | 8 | 550 MHz | 650 MHz |
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 |