![]() Maximum Dot product operations: 51 billion per second (combined with Cell CPU).Maximum Z-buffering sample rate: 8.0 GigaSamples per second (2 Z-samples * 8 ROPs * 500 MHz).Peak pixel fillrate (theoretical): 4.0 Gigapixel per second.8 Render Output units / pixel rendering pipelines.32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples ).Maximum Texel fillrate: 12.0 GigaTexels per second (24 textures * 500 MHz).24 texture filtering units (TF) and 8 vertex texture addressing units (TA).Floating Point Operations: 400.4 Gigaflops ((24 * 27 Flops + 8 * 10 Flops) * 550).2 ALU operations per pipeline, per cycle (1 vector 4 and 1 scalar, dual issue). ![]() 27 floating-point operations per pipeline, per cycle.5 ALU operations per pipeline, per cycle (2 vector 4, 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU).24 parallel pixel-shader ALU pipes clocked 550 MHz.Independent pixel/vertex shader architecture.Multi-way programmable parallel floating-point shader pipelines.later RSX with 128bit local memory interface and 8 ROPs. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |