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NVIDIA Playstation 3 RSX 28nm

Graphics Processor
RSX-D5305L
Pixel Shaders
24
Vertex Shaders
8
TMUs
24
ROPs
8
Memory Size
256 MB
Memory Type
GDDR3
Bus Width
128 bit
The Playstation 3 RSX 28nm was a mobile graphics chip by NVIDIA, that was never released. Built on the 28 nm process, and based on the RSX-D5305L graphics processor, the chip does not support DirectX. Since Playstation 3 RSX 28nm does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games. The RSX-D5305L 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. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). NVIDIA has paired 256 MB GDDR3 memory with the Playstation 3 RSX 28nm, which are connected using a 128-bit memory interface. The GPU is operating at a frequency of 550 MHz, memory is running at 700 MHz.
Its power draw is rated at 80 W maximum. This device has no display connectivity, as it is not designed to have monitors connected to it. Rather it is intended for use in laptop/notebooks and will use the output of the host mobile device.

Graphics Processor

GPU Name
RSX-D5305L
Architecture
Curie
Foundry
Sony
Process Size
28 nm
Transistors
302 million
Die Size
68 mm²

Mobile Graphics

Release Date
Never Released
Generation
Console GPU
(Sony)
Production
End-of-life
Bus Interface
IGP

Clock Speeds

GPU Clock
550 MHz
Memory Clock
700 MHz
1400 MHz effective

Memory

Memory Size
256 MB
Memory Type
GDDR3
Memory Bus
128 bit
Bandwidth
22.40 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

Slot Width
IGP
TDP
80 W
Outputs
No outputs

Graphics Features

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

RSX-D5305L 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

27 floating-point operations per pipeline, per cycle
2 ALU operations per pipeline, per cycle
- 1 vector4
- 1 scalar, dual issue

10 floating-point operations per pipeline, per cycle

Floating Point Operations:
230 Gigaflops
(550MHz x 24 Shaders x 2 ops per clock per ALU)

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

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

Peak texel fillrate:
13.2 GigaTexels per second
(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 Gigapixel/s

Peak Z sample rate:
8.8 GigaSamples/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