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NVIDIA RSX Reality Synthesizer

RSX-CXD2991
Graphics Processor
24
Pixel Shaders
8
Vertex Shaders
24
TMUs
8
ROPs
256 MB
Memory Size
GDDR3
Memory Type
128 bit
Bus Width
NVIDIA RSX Reality Synthesizer Photo NVIDIA RSX-CXD2991 Photo
The RSX Reality Synthesizer was a graphics card by NVIDIA, launched in November 2006. Built on the 65 nm process, and based on the RSX-CXD2991 graphics processor, the card 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. 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 placed 256 MB GDDR3 memory on the card, 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.
Being a igp card, its power draw is rated at 81 W maximum. This device has no display connectivity, as it is not designed to have monitors connected to it.

Graphics Processor

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

Graphics Card

Release Date
Nov 11th, 2006
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
81 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-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

8 parallel vertex pipelines @ 550 MHz
* 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 * 24 Shaders * 2 ops per clock per ALU)

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