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Sony GS-180nm

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GS-180nm
CXD2949GB
CXD2949GB
Sony's GS-180nm GPU uses the architecture and is made using a 180 nm production process at Sony. With a die size of 188 mm² and a transistor count of 54 million it is a small chip. GS-180nm does not support DirectX. Modern GPU compute technologies are not available. It features 16 pixel shaders and 2 vertex shaders, 8 texture mapping units and 16 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
Apr 18th, 2001
GPU Name
GS-180nm
Foundry
Sony
Process Size
180 nm
Transistors
54 million
Density
284.6K / mm²
Die Size
188 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
16
Vertex Shaders
2
TMUs
8
ROPs
16
Max. TDP
79 W

All GPUs

Sony GPU Architecture History

Graphics cards using the Sony GS-180nm GPU

Name Chip Memory Shaders TMUs ROPs GPU Clock Memory Clock
CXD2944GB 4 MB 16 / 2 8 16 147 MHz 150 MHz

GS-180nm GPU Notes

Playstation 2:
SCPH-1000x
SCPH-1500x
SCPH-1800x
CXD2934GB = GS: 250nm, 279 mm², 53.5 million transistors

Playstation 2:
SCPH-3000x
SCPH-3500x
SCPH-3700x
SCPH-3900x
SCPH-5000x
CXD2944GB = EE+GS: 180nm, 188 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-700Xx
SCPH-7500x
SCPH-7700x
CXD2953AGB = EE+GS: 90nm, 86 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-7900x
SCPH-9000x
CXD2976GB = EE+RDRAM+SPU2+IOP
CXD2980BGB = GS: 65nm, 60 mm², 53.5 million transistors

Parallel rendering processor with embedded DRAM
"Graphics Synthesizer" (GS) clocked at 147.456 MHz

Programmable CRT controller (PCRTC) for output

16 pixel pipelines clocked @ 147.456 MHz
- 16 pixel pipelines can perform untextured @ 2.352 GPixel/s
(8 pixel pipelines can perform texturing @ 1.176 GPixel/s) (bilinear),
+(8 pixel pipelines can perform texturing @ 1.176 GTexel/s) (bilinear).

2 parallel vertex pipelines clocked @ 294.912 MHz

Video output resolution:
Variable from 256×224 to 1920×1080
4 MB of embedded DRAM as video memory (an additional 32 MB of main memory can be used as video memory for off-screen textures); 48 gigabytes per second peak bandwidth

Texture buffer bandwidth:
9.6 GB/s

Frame buffer bandwidth:
38.4 GB/s

eDRAM bus width:
2560-bit
(1024-bit write, 1024-bit read, 512-bit read/write)

Pixel configuration:
RGB: alpha, 24:8, 15:1; 16-, 24-, or 32-bit Z-buffer

Display color depth:
32-bit (RGBA: 8 bits each)
Dedicated connection to main CPU and VU1

Peak pixel fillrate:
2.352 GPixel/s (with no texture, flat shaded)
(147.456 MHz × 16 Shaders)
1.176 GPixel/s (Z-buffer, alpha, and texture shaders)
(147.456 MHz × 8 Shaders)
1.176 GPixel/s (with 1 texture (diffuse map), Gouraud shaded)
(147.456 MHz × 8 Shaders)
0.588 GPixel/s (with 2 textures (diffuse map and specular, alpha, or other), Gouraud shaded)
(147.456 MHz × 4 Shaders)

Peak Texture fillrate:
1.176 GTexel/s
(147.456 MHz × 8 Shaders)

Sprite drawing rate:
18.75 million/s
(147.456 MHz × 8 × 8 Shaders)

Particle drawing rate:
150 million/s

Polygon drawing rate:
75 million/s (small polygon)
50 million/s (48-pixel quad with Z and A)
30 million/s (50-pixel triangle with Z and A)
25 million/s (48-pixel quad with Z, A and T)
16 million/s (75-pixel triangle with Z, A, T and fog)
VESA (maximum 1280×1024 pixels)
3 rendering paths (path 1, 2 and 3)

Graphics Synthesizer as found in SCPH-390xx
GS effects include: read-write textures, emboss bump mapping, Dot3 bump mapping (normal mapping), multiple-light sources, per-vertex lighting, volumetric fog, mipmapping, LOD, spherical harmonic lighting, high dynamic range (HDR) rendering, motion blur, heat haze, bloom, depth of field, shadow volumes, shadow mapping, lightmapping, environment mapping, render-to-texture, alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), NURBS, Bezier curves, Bezier surfaces, B-splines, offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling.
Multi-pass rendering ability

Four passes:
0.294 GPixel/s
(0.294 GPixel/s ÷ 32 Shaders = 9.375m triangles/s lost every four passes)
Jul 2nd, 2024 02:07 EDT change timezone

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