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!!
550 MHz G70 based GPU on 90 nm process [1][2]
- 300+ million transistors (600 million with Cell CPU) [3]
- Multi-way programmable parallel floating-point shader pipelines[4]
- Independent pixel/vertex 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 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 count:a lot probably over 1.2 billion vertices per second
- Minimum (worst case) polygon 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 shader operations per second ( 136 shader operations per clock cycle ). [5]
- Announced: 1.8 TFLOPS (trillion floating point operations per second) (2 TFLOPS overall performance)[6] [7]
- 24 texture filtering units (TF) and 8 texture Addressing unit (TA)
- 8 Render Output units
- Maximum pixel fillrate: 4.4 gigapixel per second (8 ROPs x 550 MHz)
- Maximum Z sample rate: 8.8 gigasamples per second (2 Z samples x 8 ROPs x 550 MHz)
- Maximum anti-aliasing sample rate: 17.6 gigasamples per second (4 AA samples x 8 ROPs x 550 MHz)
- Maximum Dot product operations: 51 billion per second [8]
- 128-bit pixel precision offers rendering of scenes with high dynamic range rendering (HDR)
- 256 MiB GDDR3 RAM at 650 MHz (448 MiB with CPU - 64 MB used by XMB at all times) [9] [10]
- 128-bit memory bus width
- 22.4 GiB/s read and write bandwidth
- Cell FlexIO bus interface
- Support for OpenGL ES 2.0
- Support for S3TC texture compression [1]