Gitbrew team has made great progress in developing the tools necessary to create the PS3′s RSX driver and now, they are looking for donations. The team is asking for $300–which may seem a lot for one person, but if everyone comes together, it shouldn’t be a problem.
To donate, visit their official support page.
You can grab the RSX documentation here.
Below, you will find some info about the PS3′s RSX–an excerpt from Wikipedia.
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:
To donate, visit their official support page.
Gitbrew
Update: Thanks to the donations from the community, the Gitbrew team has released the RSX documentation that will enable developers’ access to the PS3′s proprietary graphics processing unit (GPU). In other words, developers will be able to create kick-ass looking homebrew apps/games for the PS3.You can grab the RSX documentation here.
Below, you will find some info about the PS3′s RSX–an excerpt from Wikipedia.
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 2008and 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)
- 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
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