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OedipusRSX PS3 RSX Reality Synthesizer Documentation Surfaces


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154w ago - Today Sony PlayStation 3 hacker durandal has released OedipusRSX PS3 RSX Reality Synthesizer documentation for other developers to improve graphics utilized in PS3 homebrew applications and games.

Download: [Register or Login to view links] / [Register or Login to view links] (Mirror)

Below is some background on the PS3 RSX 'Reality Synthesizer' via [Register or Login to view links], as follows:

The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) codeveloped by Nvidia and Sony for the PlayStation 3 game console.

Unless otherwise noted, the following specifications are based on a press release by Sony at the E3 2005 conference, slides from the same conference, and slides from a Sony presentation at the 2006 Game Developer's Conference.

Specifications:

  • 500 MHz on 90 nm process (shrunk to 65 nm in 2008 and to 40 nm in 2010)
  • Based on NV47 Chip (Nvidia GeForce 7800 Architecture)
  • 300+ million transistors
  • 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
  • 8 parallel vertex pipelines @ 500 MHz
  • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[citation needed]
  • 10 FLOPS per pipeline, per cycle
  • Floating Point Operations: 251.2 Gigaflops [(24*16* 550)+(8*10*500)]
  • 74 billion shader operations per second [(24 Pixel Shader Pipelines*5 ALUs*550 MHz) + (8 Vertex Shader Pipelines*2 ALUs*500 MHz)]
  • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
  • 24 filtered samples per clock
  • Maximum texel fillrate: 12.0 GigaTexels per second (24 textures * 500 MHz)
  • 32 unfiltered texture samples per clock, (8 TA x 4 texture samples)
  • 8 Render Output units / pixel rendering pipelines
  • Peak pixel fillrate (theoretical): 4.0 Gigapixel per second
  • Maximum Z sample rate: 8.0 GigaSamples per second (2 Z-samples * 8 ROPs * 500 MHz)
  • Maximum Dot product operations: 28.6 billion per second
  • 128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
  • 256 MB GDDR3 RAM at 650 MHz
  • Access to additional 256 MB XDR RAM
  • 128-bit memory bus width
  • 22.4 GB/s read and write bandwidth
  • 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

Finally, according to a rumor via [Register or Login to view links], [Register or Login to view links] of Gitbrew's (irssi, /connect -ssl irc.gitbrew.org) Sony PlayStation 3 Hacking Team also gave [Register or Login to view links] the coveted PS3 CEX-DEX.zip file [Register or Login to view links] from PS3 hacker [Register or Login to view links].

To quote: BTW Mathieulh I know you gave [Register or Login to view links] (Durandal Dokuchayev) that CEX-DEX ZIP, that it wasn't you that bundled that up, and you were not supposed to do so either

[Mathieulh] (mathieulh@oper.gitbrew.org): mathieu
[Mathieulh] &#otheros #opers &#pspdev
[Mathieulh] *.gitbrew.org :Gitbrew
[Mathieulh] is a Deus on Gitbrew
[Mathieulh] is logged in as Mathieulh
[Mathieulh] is using a secure connection
[Mathieulh] idle 00:02:07, signon: Tue Aug 30 13:52:59
[Mathieulh] End of WHOIS list.




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Comments 23 Comments - Go to Forum Thread »

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NTA's Avatar
#23 - NTA - 97w ago
ps3 minecraft sounds like a really good idea. Might take some time though if it happens

rockomania's Avatar
#22 - rockomania - 97w ago
So, wierd question. What is the REAL possibility of taking a minecraft Xbox or pc version and running it on a PS3 using 3.55 CFW. I think this would be an earth shaker for the scene and make some real news. Just a thought. What do you think?

elser1's Avatar
#21 - elser1 - 97w ago
kool. i hope thatotherdev or whatever his name is, the guy that makes a lot of homebrew games can use this. thanks for all the effort!!

PS3 News's Avatar
#20 - PS3 News - 97w ago
Sony PlayStation 3 hacker KaKaRoToKS has announced today that the RSX Graphics Library for PS3 known as RSXGL by Alex Betts is now ready for use by developers.

Download: [Register or Login to view links] / [Register or Login to view links]

From his blog: RSXGL Working and Usable

Hi everyone!

When the PS3 homebrew scene started, a lot of people were complaining that it wasn’t possible to write 3D games for the PS3 because of its lack of OpenGL library.

Almost a year ago, Alex Betts thought he would tackle this problem and he started working on RSXGL... an implementation of the OpenGL 3.1 specification written from scratch targeting the PS3′s RSX.

Anyone in their right mind would say that it’s impossible, that it’s too much work, but Alex spent the last year working on it, alone, until it became usable. You can read some news about it here.

For some reason though, no one used it to build their own apps. Maybe the status of the project was scaring them, it was said to be incomplete, there was no GLSL support, etc...

I am writing today to tell you that RSXGL is perfectly usable! It supports online GLSL compilation, as well as any feature you might want. As proof, I have written a new hardware accelerated engine for the EFL using RSXGL and it worked great!

Alex and I spent a lot of time testing and fixing all the issues that were in RSXGL that were made visible by the EFL’s GL engine and I am happy to say that it’s working now. Expedite is able to run most of its tests at 50 to 60 fps on 1080p resolution (instead of the average of 5 to 10 fps it had on 720p before).

You can see performance tests right here (Running some tests from expedite) :

Software rendering: dl.dropbox.com/u/22642664/expedite_psl1ght.log

RSXGL rendering: dl.dropbox.com/u/22642664/expedite_rsxgl.log

Please give RSXGL a try. Also, you can get the latest EFL version from my repository, which includes the gl engine for PS3. Now, any EFL application will be automatically hardware accelerated thanks to RSXGL. I hope we can see some new games (or old GL games being ported) soon!

RSXGL : github.com/gzorin/RSXGL
EFL : github.com/kakaroto/e17

Enjoy!

More PlayStation 3 News...

Foo's Avatar
#19 - Foo - 148w ago
This was a lot to take in at one time. Then I finally relized what I had just read.

I can see this leading to lots of good things.

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