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نسخه کامل مشاهده نسخه کامل : مشخصات کارت گرافیک PS3



Yi Yi
19-08-2009, 18:43
کارت گرافیک پلی استیشن 3 ، RSX نام داره و توسط Sony و Nvidia تولید میشه.

مشخصات :

معماری : بر اساس NV47 ( معماری کارت گرافیک های سری 7 Geforce )

فرکانس هسته : 550 MHz

تکنولوژی ساخت : 90 نانومتری ( در حال حاضر 65 نانومتری )

تعداد ترانزیستور : 300+ میلیون

RAM : 256MB GDDR3 128-bit @ 700 MHz

پهنای باند رم : 22.4 GB/S

- مقایسه با GTX 275 :

معماری : بر اساسGT200 ( آخرین نسل کارت گرافیک های Nvidia در حال حاضر )

فرکانس هسته ( کلاک ) : 633 MHz

تکنولوژی ساخت : 55 نانومتری

تعداد ترانزیستور : 1400 میلیون

RAM : 896MB GDDR3 448-bit @ 1200 MHz

پهنای باند رم : 127 GB/S

اطلاعات بیشتر از RSX :




* 550 MHz on 90 nm process (planned to be shrunk to 65 nm for current models
* 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
- 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
- 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
- 10 FLOPS per pipeline, per cycle
> Programmable shader Floating Point Operations per Second: ~200 GFLOPs
- The original marketing claimed 1.8 TFLOPs, this number is believed to include fixed functions such as texture interpolation.
> 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
- 24 filtered samples per clock
- Maximum 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 (theoretical): 4.4 Gigapixel per second
- Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
- Maximum anti-aliasing sample rate: 17.6 GigaSamples per second (4 AA samples * 8 ROPs * 550 MHz)
> Maximum Dot product operations: 51 billion per second
> 128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
> 256 MB GDDR3 RAM at 700 MHz
- 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 OpenGL ES 2.0
> Support for S3TC texture compression

منبع :



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Lord_theOne
20-08-2009, 09:03
ممنون XBOX Nintendo اينها هم بگذار تا تاپيك پر محتواتر باشد و همه كنسولها را يك جا داشته باشيم سپاس

ashkaaaaan
20-08-2009, 10:43
فرکانس هسته یعنی چه ؟

millad1388
25-08-2009, 02:24
:31:همون 7800gt هستش دیگه!!!:31:

Professor Massoud
25-08-2009, 11:43
XBox360 Hardware Specifications



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Central processing unit

Custom IBM PowerPC-based "Xenon"

90nm process, 165 million transistors

Three symmetrical cores, each one running at 3.2 GHz

Two hardware threads per core; six total

One VMX-128 vector unit per core; three total

128 VMX-128 registers per hardware thread

1 MiB L2 cache (lockable by the GPU)

----------------------------------------------------------------- ---------------

Graphics processing unit

Custom ATI R500-based "Xenos"

337million transistors total

500 MHz parent GPU (90 nm process, 232 million transistors)

500 MHz 10 MB daughter embedded DRAM framebuffer (90 nm process, 105 million transistors

NEC designed eDRAM has internal logic for color, alpha blending, Z/stencil buffering, and anti-aliasing.

48-way parallel floating-point dynamically-scheduled shader pipelines

4 arithmetic logic units per pipe for vertex or pixel shader processing

Unified shader architecture (This means that each pipeline is capable of running either pixel or vertex shaders.)

Support for DirectX 9.0 Shader Model 3.0, limited support for future DirectX 10 shader models

2Shader operations per pipe per cycle

96Shader operations per cycle across the entire shader array

Shader performance: 48 billion (48,000 million) shader operations per second

16Filtered & 16 unfiltered texture samples per clock

Maximum polygon performance: 500 million triangles per second

Pixel fillrate: 16 gigasamples per second fillrate using 4X MSAA

Dot product operations: 9.6 billion per second theoretical maximum, 33.6 billion per second theoretical maximum when summed with CPU operations.

----------------------------------------------------------------- ---------------

Memory

512 MiB 700 MHz GDDR3 RAM (Total system memory is shared with the GPU via the unified memory architecture.)



----------------------------------------------------------------- ---------------

SYSTEM BANDWIDTH

22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)

256GB/s eDRAM internal logic to eDRAM internal memory bandwidth

32GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)

21.6GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)

1GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)

----------------------------------------------------------------- ---------------

Audio

All games support at least six channel (5.1) Dolby Digital surround sound

Supports 48kHz 16-bit audio

320independent decompression channels

32bit processing

256audio channels +

No voice echo to game players on the same Xbox console; voice goes only to remote consoles

Voice communication except during games or applications that do not support voice.

uses XMA codec (advanced audio technology from Microsoft)

----------------------------------------------------------------- ---------------

Video

VC-1 at non-HD NTSC and PAL resolutions

VC-1 or WMV will be used for streaming video

VC-1 supports DVD quality and high definiteion quality video additional MPEG2 decoder for DVD video playback

----------------------------------------------------------------- ---------------

DVD Drive

A 12X DVD-ROM drive, capable of reading DVD+R/RW discs, will be part of the console, with game titles shipping on single or dual-layer DVDs. The other supported formats are: CD-DA, CD-ROM, CD-R/RW, WMACD, MP3CD, and JPEG Photo CD.

Recently, it was announced that future revisions of the Xbox 360 may include HD DVD drives as part of Microsoft's partnership with Toshiba. The source of this information is the following statement made by Bill Gates on the 28th of June in Japan:

"The initial shipments of Xbox 360 will be based on today's DVD format. We are looking at whether future versions of Xbox 360 will incorporate an additional capability of an HD DVD player or something else."

----------------------------------------------------------------- ---------------

Physical characteristics

Weight 3.5 kg (7.7 lb)

309 x 83 x 258 mm (12.15 x 3.27 x 10.15 in)


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SA3EDLORD
26-08-2009, 05:58
XBox360 Hardware Specifications




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Central processing unit

Custom IBM PowerPC-based "Xenon"

90nm process, 165 million transistors

Three symmetrical cores, each one running at 3.2 GHz

Two hardware threads per core; six total

One VMX-128 vector unit per core; three total

128 VMX-128 registers per hardware thread

1 MiB L2 cache (lockable by the GPU)

----------------------------------------------------------------- ---------------

Graphics processing unit

Custom ATI R500-based "Xenos"

337million transistors total

500 MHz parent GPU (90 nm process, 232 million transistors)

500 MHz 10 MB daughter embedded DRAM framebuffer (90 nm process, 105 million transistors

NEC designed eDRAM has internal logic for color, alpha blending, Z/stencil buffering, and anti-aliasing.

48-way parallel floating-point dynamically-scheduled shader pipelines

4 arithmetic logic units per pipe for vertex or pixel shader processing

Unified shader architecture (This means that each pipeline is capable of running either pixel or vertex shaders.)

Support for DirectX 9.0 Shader Model 3.0, limited support for future DirectX 10 shader models

2Shader operations per pipe per cycle

96Shader operations per cycle across the entire shader array

Shader performance: 48 billion (48,000 million) shader operations per second

16Filtered & 16 unfiltered texture samples per clock

Maximum polygon performance: 500 million triangles per second

Pixel fillrate: 16 gigasamples per second fillrate using 4X MSAA

Dot product operations: 9.6 billion per second theoretical maximum, 33.6 billion per second theoretical maximum when summed with CPU operations.

----------------------------------------------------------------- ---------------

Memory

512 MiB 700 MHz GDDR3 RAM (Total system memory is shared with the GPU via the unified memory architecture.)



----------------------------------------------------------------- ---------------

SYSTEM BANDWIDTH

22.4 GB/s memory interface bus bandwidth (700 MHz × 2 accesses per clock cycle (one per edge) on a 128 bit bus)

256GB/s eDRAM internal logic to eDRAM internal memory bandwidth

32GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)

21.6GB/s front side bus (aggregated 10.8 GB/s upstream and downstream)

1GB/s southbridge bandwidth (aggregated 500 MB/s upstream and downstream)

----------------------------------------------------------------- ---------------

Audio

All games support at least six channel (5.1) Dolby Digital surround sound

Supports 48kHz 16-bit audio

320independent decompression channels

32bit processing

256audio channels +

No voice echo to game players on the same Xbox console; voice goes only to remote consoles

Voice communication except during games or applications that do not support voice.

uses XMA codec (advanced audio technology from Microsoft)

----------------------------------------------------------------- ---------------

Video

VC-1 at non-HD NTSC and PAL resolutions

VC-1 or WMV will be used for streaming video

VC-1 supports DVD quality and high definiteion quality video additional MPEG2 decoder for DVD video playback

----------------------------------------------------------------- ---------------

DVD Drive

A 12X DVD-ROM drive, capable of reading DVD+R/RW discs, will be part of the console, with game titles shipping on single or dual-layer DVDs. The other supported formats are: CD-DA, CD-ROM, CD-R/RW, WMACD, MP3CD, and JPEG Photo CD.

Recently, it was announced that future revisions of the Xbox 360 may include HD DVD drives as part of Microsoft's partnership with Toshiba. The source of this information is the following statement made by Bill Gates on the 28th of June in Japan:

"The initial shipments of Xbox 360 will be based on today's DVD format. We are looking at whether future versions of Xbox 360 will incorporate an additional capability of an HD DVD player or something else."

----------------------------------------------------------------- ---------------

Physical characteristics

Weight 3.5 kg (7.7 lb)

309 x 83 x 258 mm (12.15 x 3.27 x 10.15 in)


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