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NVIDIA RSX Reality Synthesizer

Graphics Processor
Pixel Shaders
Vertex Shaders
256 MB
Memory Size
Memory Type
128 bit
Bus Width
NVIDIA RSX Reality Synthesizer Image NVIDIA RSX-CDX2991 Image
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-CDX2991 graphics processor, the card supports DirectX None. The RSX-CDX2991 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.
We recommend the NVIDIA RSX Reality Synthesizer for gaming with highest details at resolutions up to, and including, 800x600.
Being a igp card, its power draw is rated at 81 W maximum.

Graphics Processor

GPU Name: RSX-CDX2991
Architecture: Curie
Process Size: 65 nm
Transistors: 300 million
Die Size: 186 mm²

Graphics Card

Released: Nov 11th, 2006
Production Status: End-of-life
Bus Interface: IGP

Clock Speeds

GPU Clock: 550 MHz
Memory Clock: 700 MHz
1400 MHz effective


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
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

Graphics Features

DirectX: None
OpenGL: ES 1.1
OpenCL: None
Pixel Shader: 3.0
Vertex Shader: 3.0

RSX-CDX2991 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
(500MHz * 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