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NVIDIA Playstation 3 GPU 65nm

Graphics Processor
RSX-65nm
Pixel Shaders
24
Vertex Shaders
8
TMUs
24
ROPs
8
Memory Size
256 MB
Memory Type
GDDR3
Bus Width
128 bit
GPU Chip
GPU
Front 2
Front 2
Back
Back
The Playstation 3 GPU 65nm was a high-end gaming console graphics solution by NVIDIA, launched in August 2008. Built on the 65 nm process, and based on the RSX-65nm graphics processor, in its RSX-CXD2991 variant, the device does not support DirectX. The RSX-65nm 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 650 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. Its price at launch was 499 US Dollars.

Graphics Processor

GPU Name
RSX-65nm
GPU Variant
RSX-CXD2991
Architecture
Curie
Foundry
Sony
Process Size
65 nm
Transistors
300 million
Density
1.6M / mm²
Die Size
186 mm²

Graphics Card

Release Date
Aug 2008
Generation
Console GPU
(Sony)
Production
End-of-life
Launch Price
499 USD

Clock Speeds

GPU Clock
550 MHz
Memory Clock
650 MHz
1300 Mbps effective

Memory

Memory Size
256 MB
Memory Type
GDDR3
Memory Bus
128 bit
Bandwidth
20.80 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

Length
325 mm
12.8 inches
Width
98 mm
3.9 inches
Height
274 mm
10.8 inches
Weight
5.0 kg (11.0 lbs)
TDP
58 W
Outputs
1x HDMI 1.3

Graphics Features

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

Console Notes

Playstation 3 (3rd Generation)
40GB CECHJxx = November, 2007
80GB CECHKxx = August, 2008
80GB CECHLxx = August, 2008
80GB CECHMxx = October, 2008
160GB CECHPxx = October, 2008
160GB CECHQxx = November, 2008

Playstation 3 Slim (4th Generation)
120GB CECH-20xxA = September 1st, 2009
250GB CECH-20xxB = September 1st, 2009

RSX-65nm 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
16 floating-point operations per pipeline, per cycle

Pixel Floating Point Operations:
211.2 GFLOPS
(550MHz x 24 Shaders x 16 ops per clock per cycle)

8 parallel vertex pipelines @ 500 MHz
2 ALU operations per pipeline, per cycle
- 1 vector4
- 1 scalar, dual issue
10 floating-point operations per pipeline, per cycle

Vertex Floating Point Operations:
40.0 GFLOPS
(500MHz x 8 Shaders x 10 ops per clock per cycle)

Total Floating Point Operations:
251.2 GFLOPS
(550MHz x 24 Shaders x 16 ops per clock per cycle)
+(500MHz x 8 Shaders x 10 ops per clock per cycle)

74.0 billion shader operations/s
(24 Pixel Shader Pipelines x 5 ALUs x 550 MHz)
+(8 Vertex Shader Pipelines x 2 ALUs x 500 MHz)

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

Peak texel fillrate:
13.2 GTexel/s
(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 GPixel/s
(8 ROPs x 550 MHz)

Peak Z sample rate:
8.8 GSamples/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
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