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Sony GTE

CXD8514Q
CXD8514Q
CXD8561BQ
CXD8561BQ
Die Shot
Die Shot
Sony's GTE GPU uses the architecture and is made using a 600 nm production process at Sony. With a die size of 128 mm² and a transistor count of 1 million it is a small chip. GTE does not support DirectX. Modern GPU compute technologies are not available. It features 2 pixel shaders and 1 vertex shaders, 3 texture mapping units and 1 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).

Graphics Processor

Released
Dec 3rd, 1994
GPU Name
GTE
Foundry
Sony
Process Size
600 nm
Transistors
1 million
Density
7.8K / mm²
Die Size
128 mm²

Graphics Features

DirectX
N/A
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Pixel Shader
N/A
Vertex Shader
N/A

Render Config

Pixel Shaders
2
Vertex Shaders
1
TMUs
3
ROPs
1
Max. TDP
11 W

All GPUs

Sony GPU Architecture History

Graphics cards using the Sony GTE GPU

Name Chip Memory Shaders TMUs ROPs GPU Clock Memory Clock
CXD8514Q 1 MB 2 / 1 3 1 53 MHz 33 MHz

GTE GPU Notes

Handles display of graphics, control of framebuffer, and drawing of polygons and textures
Handles 2D graphics processing, in a similar manner to the 3D engine

RAM:
1 MB VRAM for framebuffer (models SCPH-500x and up contained SGRAM)
2 KB texture cache (132 MB/s memory bus bandwidth, 32-bit wide)
64 bytes FIFO buffer

Features:
Adjustable framebuffer (1024×512)
Emulation of simultaneous backgrounds (to simulate parallax scrolling)
Mask bit
Texture window
Dithering
Clipping
Alpha blending (4 per-texel alpha blending modes)
Fog
Framebuffer effects
Transparency effects
Render to texture
Offscreen rendering
Multipass rendering
Flat or Gouraud shading and texture mapping
No line restriction
Colored light sourcing

Resolutions:
Progressive: 256×224 to 640×240 pixels
Interlaced: 256×448 to 640×480 pixels

Colors:
Maximum color depth of 16,777,216 colors (24-bit true color)
57,344 (256×224) to 153,600 (640×240) colors on screen
Unlimited color lookup tables (CLUTs)
32 levels of transparency
All calculations are performed to 24 bit accuracy

Texture mapping color mode:
Mode 4: 4-bit CLUT (16 colors)
Mode 8: 8-bit CLUT (256 colors)
Mode 15: 15-bit direct (32,768 colors)
Mode 24: 24-bit (16,777,216 colors)

Sprite engine:
1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation
256×256 maximum sprite size

Special sprite effects:
Rotation
Scaling up/down
Warping
Transparency
Fading
Priority
Vertical and horizontal line scroll

Oscillator readings:
"Geometry Transformation Engine" (GTE) clocked at 53.69 MHz
VRAM Memory clocked at 67.73 MHz
Apr 26th, 2024 09:51 EDT change timezone

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