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NVIDIA Playstation 3 RSX 65nm

Graphics Processor
RSX-CXD2991
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 65nm was a gaming console graphics solution by NVIDIA, launched in August 2008. Built on the 65 nm process, and based on the RSX-CXD2991 graphics processor, the device does not support DirectX. The RSX-CXD2991 graphics processor is an average sized chip with a die area of 186 mm² and 300 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 700 MHz.
Its power draw is rated at 58 W maximum. The console's dimensions are 325 mm x 98 mm x 274 mm, and it features a igp cooling solution.

Graphics Processor

GPU Name
RSX-CXD2991
Architecture
Curie
Foundry
Sony
Process Size
65 nm
Transistors
300 million
Die Size
186 mm²

Mobile Graphics

Release Date
Aug 2008
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
Length
325 mm
12.8 inches
Width
98 mm
3.9 inches
Height
274 mm
10.8 inches
TDP
58 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

Card Notes

Playstation 3 (3rd Generation)
CECHJxx
CECHKxx
CECHLxx
CECHMxx
CECHPxx
CECHQxx

Playstation 3 Slim (4th Generation)
CECH-20xxA
CECH-20xxB

RSX-CXD2991 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