الجام العربي
02-09-2007, 10:17 PM
السلام عليكم
المواصفات الفعلية للوحش الأسود
تفضلوا وشاهدوا مواصفاته القوية والتي من أبرزها امكانية عرض عدد 400 مليون مضلع بالثانية كحد أدنى و 750 مليون مضلع كحد أقصى!!:bigeyes::bigeyes:
550 MHz G70 (http://en.wikipedia.org/wiki/GeForce_7_Series) based GPU on 90 nm (http://en.wikipedia.org/wiki/90_nm) process [1] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)[2] (http://www.ps3.net/ps3-specs.php)
300+ million transistors (600 million with Cell CPU) [3] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
Multi-way programmable parallel floating-point (http://en.wikipedia.org/wiki/Floating_point) shader (http://en.wikipedia.org/wiki/Shader) pipelines (http://en.wikipedia.org/wiki/Pipeline_%28computer%29)[4] (http://www.ps3.net/ps3-specs.php)
Independent pixel (http://en.wikipedia.org/wiki/Pixel_shader)/vertex (http://en.wikipedia.org/wiki/Vertex_shader) shader architecture
24 parallel pixel pipelines
5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
27 FLOPS (http://en.wikipedia.org/wiki/FLOPS) per pipeline per cycle
8 parallel vertex pipelines
2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
10 FLOPS per pipeline per cycle
Maximum vertex (http://en.wikipedia.org/wiki/Vertex_%28geometry%29) count:a lot probably over 1.2 billion vertices per second
Minimum (worst case) polygon (http://en.wikipedia.org/wiki/Polygon_%28computer_graphics%29) count: 400 million polygons per second (1.2 billion vertices per second / 3 vertices per triangle)
Maximum (optimistic case) 750 million and more depending on how many triangle strips are used in the game
Maximum shader operations:100 billion (http://en.wikipedia.org/wiki/1000000000_%28number%29) shader operations per second ( 136 shader operations per clock cycle ). [5] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
Announced: 1.8 TFLOPS (trillion floating point operations per second) (2 TFLOPS overall performance)[6] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4) [7] (http://www.ps3.net/ps3-specs.php)
24 texture filtering (http://en.wikipedia.org/wiki/Texture_filtering) units (TF) and 8 texture Addressing unit (TA)
24 filtered (http://en.wikipedia.org/wiki/Texture_filtering) samples per clock
Maximum texel (http://en.wikipedia.org/wiki/Texel_%28graphics%29) fillrate: 13.2 gigatexel per second (24 textures x 550 MHz)
32 unfiltered texture samples per clock (8 TA x 4 texture samples)
8 Render Output units (http://en.wikipedia.org/wiki/Render_Output_unit)
Maximum pixel (http://en.wikipedia.org/wiki/Pixel) fillrate: 4.4 gigapixel per second (8 ROPs x 550 MHz)
Maximum Z (http://en.wikipedia.org/wiki/Z-buffering) sample rate: 8.8 gigasamples per second (2 Z samples x 8 ROPs x 550 MHz)
Maximum anti-aliasing (http://en.wikipedia.org/wiki/Anti-aliasing) sample rate: 17.6 gigasamples per second (4 AA samples x 8 ROPs x 550 MHz)
Maximum Dot product (http://en.wikipedia.org/wiki/Dot_product) operations: 51 billion per second [8] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
128-bit pixel precision offers rendering of scenes with high dynamic range rendering (http://en.wikipedia.org/wiki/High_dynamic_range_rendering) (HDR)
256 MiB (http://en.wikipedia.org/wiki/MiB) GDDR3 RAM at 650 MHz (448 MiB (http://en.wikipedia.org/wiki/MiB) with CPU - 64 MB used by XMB at all times) [9] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4) [10] (http://www.ps3.net/ps3-specs.php)
128-bit memory bus width
22.4 GiB (http://en.wikipedia.org/wiki/GiB)/s read and write bandwidth
Cell (http://en.wikipedia.org/wiki/Cell_microprocessor) FlexIO bus interface
20 GiB (http://en.wikipedia.org/wiki/GiB)/s read to the Cell and XDR (http://en.wikipedia.org/wiki/XDR) memory
15 GiB/s write to the Cell and XDR memory
Support for OpenGL ES (http://en.wikipedia.org/wiki/OpenGL_ES) 2.0
Support for S3TC (http://en.wikipedia.org/wiki/S3_Texture_Compression) texture compression [1] (http://en.wikipedia.org/wiki/RSX_%27Reality_Synthesizer%27#_note-rsx_s3tc)
المواصفات الفعلية للوحش الأسود
تفضلوا وشاهدوا مواصفاته القوية والتي من أبرزها امكانية عرض عدد 400 مليون مضلع بالثانية كحد أدنى و 750 مليون مضلع كحد أقصى!!:bigeyes::bigeyes:
550 MHz G70 (http://en.wikipedia.org/wiki/GeForce_7_Series) based GPU on 90 nm (http://en.wikipedia.org/wiki/90_nm) process [1] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)[2] (http://www.ps3.net/ps3-specs.php)
300+ million transistors (600 million with Cell CPU) [3] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
Multi-way programmable parallel floating-point (http://en.wikipedia.org/wiki/Floating_point) shader (http://en.wikipedia.org/wiki/Shader) pipelines (http://en.wikipedia.org/wiki/Pipeline_%28computer%29)[4] (http://www.ps3.net/ps3-specs.php)
Independent pixel (http://en.wikipedia.org/wiki/Pixel_shader)/vertex (http://en.wikipedia.org/wiki/Vertex_shader) shader architecture
24 parallel pixel pipelines
5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
27 FLOPS (http://en.wikipedia.org/wiki/FLOPS) per pipeline per cycle
8 parallel vertex pipelines
2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
10 FLOPS per pipeline per cycle
Maximum vertex (http://en.wikipedia.org/wiki/Vertex_%28geometry%29) count:a lot probably over 1.2 billion vertices per second
Minimum (worst case) polygon (http://en.wikipedia.org/wiki/Polygon_%28computer_graphics%29) count: 400 million polygons per second (1.2 billion vertices per second / 3 vertices per triangle)
Maximum (optimistic case) 750 million and more depending on how many triangle strips are used in the game
Maximum shader operations:100 billion (http://en.wikipedia.org/wiki/1000000000_%28number%29) shader operations per second ( 136 shader operations per clock cycle ). [5] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
Announced: 1.8 TFLOPS (trillion floating point operations per second) (2 TFLOPS overall performance)[6] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4) [7] (http://www.ps3.net/ps3-specs.php)
24 texture filtering (http://en.wikipedia.org/wiki/Texture_filtering) units (TF) and 8 texture Addressing unit (TA)
24 filtered (http://en.wikipedia.org/wiki/Texture_filtering) samples per clock
Maximum texel (http://en.wikipedia.org/wiki/Texel_%28graphics%29) fillrate: 13.2 gigatexel per second (24 textures x 550 MHz)
32 unfiltered texture samples per clock (8 TA x 4 texture samples)
8 Render Output units (http://en.wikipedia.org/wiki/Render_Output_unit)
Maximum pixel (http://en.wikipedia.org/wiki/Pixel) fillrate: 4.4 gigapixel per second (8 ROPs x 550 MHz)
Maximum Z (http://en.wikipedia.org/wiki/Z-buffering) sample rate: 8.8 gigasamples per second (2 Z samples x 8 ROPs x 550 MHz)
Maximum anti-aliasing (http://en.wikipedia.org/wiki/Anti-aliasing) sample rate: 17.6 gigasamples per second (4 AA samples x 8 ROPs x 550 MHz)
Maximum Dot product (http://en.wikipedia.org/wiki/Dot_product) operations: 51 billion per second [8] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4)
128-bit pixel precision offers rendering of scenes with high dynamic range rendering (http://en.wikipedia.org/wiki/High_dynamic_range_rendering) (HDR)
256 MiB (http://en.wikipedia.org/wiki/MiB) GDDR3 RAM at 650 MHz (448 MiB (http://en.wikipedia.org/wiki/MiB) with CPU - 64 MB used by XMB at all times) [9] (http://anandtech.com/tradeshows/showdoc.aspx?i=2417&p=4) [10] (http://www.ps3.net/ps3-specs.php)
128-bit memory bus width
22.4 GiB (http://en.wikipedia.org/wiki/GiB)/s read and write bandwidth
Cell (http://en.wikipedia.org/wiki/Cell_microprocessor) FlexIO bus interface
20 GiB (http://en.wikipedia.org/wiki/GiB)/s read to the Cell and XDR (http://en.wikipedia.org/wiki/XDR) memory
15 GiB/s write to the Cell and XDR memory
Support for OpenGL ES (http://en.wikipedia.org/wiki/OpenGL_ES) 2.0
Support for S3TC (http://en.wikipedia.org/wiki/S3_Texture_Compression) texture compression [1] (http://en.wikipedia.org/wiki/RSX_%27Reality_Synthesizer%27#_note-rsx_s3tc)