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楼主: terry12914

[求助] [咨询]PS3的显示芯片相当于什么级别的显卡?GX260以上?

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发表于 2009-12-1 10:29  ·  河北 | 显示全部楼层
没有的比啊!!

游戏机不论GPU和CPU都是“专业级”的,专门游戏用的,电脑同级别“综合型”的GPU和CPU没的比。

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发表于 2009-12-1 22:27  ·  内蒙古 | 显示全部楼层
楼上的大概都说了,我也摘一小段英文资料,有闲的可以看看:
The RSX is a graphical processor unit (GPU) based off of the nVidia 7800GTX graphics processor, and is a G70/G71 hybrid with some modifications. The RSX has separate vertex and pixel shader pipelines. The chip model number is CXD2982 GB for PS3 Fat. CDX2991 EGB for Slim. The following are relevant facts about the RSX...
Little Endian
8 vertex shaders at 500Mhz
28 pixel shaders (4 redundant, 24 active) at 550Mhz
28 texture units (4 redundant, 24 active)
8 Raster Operations Pipeline units (ROPs)
Includes 256MB GDDR3 650Mhz clocked graphics memory
Earlier PS3 Models: Samsung K4J52324QC-SC14 rated at 700Mhz
Later PS3 Models: Qimonda HYB18H512322AF-14
GDDR3 Memory interface bus width: 128bit
Rambus XDR Memory interface bus width: 56bit out of 64bit (serial)
258mm2 die size 90nm technology (earlier models)
65nm (later models) technology
More features are revealed in the following chart delineating the differences between the RSX and the nVidia 7800 GTX.

Difference RSX nVidia 7800GTX
GDDR3 Memory bus width 128bit 256bit
ROPs 8 16
Post Transform and Lighting Cache 63 max vertices 45 max vertices
Total Texture Cache Per Quad of Pixel Pipes (L1 and L2) 96kB 48kB
CPU interface FlexIO PCI-Express 16x
Technology 65nm/90nm 110nm

Other RSX features/differences include:

More shader instructions
Extra texture lookup logic (helps RSX transport data from XDR)
Fast vector normalize

Note that the cache (Post Transform and Lighting Vertext Cache) is located between the vector shader and the triangle setup.

A sample flow of data inside the RSX would see them first processed by 8 vertex shaders. The output are then sent to the 24 active pixel shaders, which can involve the 24 active texture units. Finally, the data is passed to the 8 Raster Operation Pipeline units (ROPs), and on out to the GDDR3. Note that the pixel shaders are grouped into groups of four (called Quads). There are 7 Quads, with 1 redundant, leaving 6 Quads active, which provides us with the 24 active pixel shaders listed above (6 times 4 equals 24). Since each Quad has 96kB of L1 and L2 cache, the total RSX texture cache is 576kB. General RSX features include 2x and 4x hardware anti-aliasing, and support for Shader Model 3.0.

Although the RSX has 256MB of GDDR3 RAM, not all of it is useable. The last 4MB is reserved for keeping track of the RSX internal state and issued commands. The 4MB of GPU Data contains RAMIN, RAMHT, RAMFC, DMA Objects, Graphic Objects, and the Graphic Context. The following is a breakdown of the address within 256MB of the RSX.

Address Range Size Comment
0000000-FBFFFFF 252 MB Framebuffer
FC00000-FFFFFFF 4 MB GPU Data
FF80000-FFFFFFF 512KB RAMIN: Instance Memory
FF90000-FF93FFF 16KB RAMHT: Hash Table
FFA0000-FFA0FFF 4KB/s RAMFC: FIFO Context
FFC0000-FFCFFFF 64KB DMA Objects
FFD0000-FFDFFFF 64KB Graphic Objects
FFE0000-FFFFFFF 128KB GRAPH: Graphic Context



RSX Libraries
The RSX is dedicated to 3D graphics, and developers are able to use different API libraries to access its features. The easiest way is to use high level PSGL, which is bascially OpenGL|ES with programmable pipeline added in. At a lower level developers can use LibGCM, which is an API that talks to the RSX at a lower level. PSGL is actually implemented on top of LibGCM. For the advanced programmer, you can program the RSX by sending commands to it directly using C or assembly. This can be done by setting up commands (via FIFO Context) and DMA Objects and issuing them to the RSX via DMA calls.

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发表于 2009-12-1 22:33  ·  上海 | 显示全部楼层
下面是引用ranger717于2009-11-30 18:26发表的:
不知道GX260跑神海2有几桢啊,有40以上的话估计就比PS3厉害了啊~~~~~~~~~~~~~~~
PC版么出,有的话I5或I7加GTX260+效果全开跑60针以上绝对么问题,现在中高端以上的PC秒杀PS3小菜一碟,PS3的RSX=7800GT阉割版,不同年代的产物没有可比性

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发表于 2009-12-1 22:42  ·  内蒙古 | 显示全部楼层
虽然硬件上没有可比性,但游戏机平台的好处在于硬件的统一性,厂商只需要针对单一平台进行优化,这也就是为什么游戏平台的实际效果随着时间推移反而上升的原因,随着厂商经验的积累,画面还会继续进步

反观pc平台,厂商需要考虑游戏的硬件兼容性,造成了引擎的实际运行效率大大下降,一两年前的pc跑现在的游戏肯定没有3年前(硬件设计定型甚至更早,大概4至5年前吧)ps3跑相同游戏的画面好,这就是专门优化带来的效率提高,是不可避免的

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发表于 2009-12-3 01:48  ·  北京 | 显示全部楼层
下面是引用weaponmaster于2009-12-01 22:27发表的:
楼上的大概都说了,我也摘一小段英文资料,有闲的可以看看:
The RSX is a graphical processor unit (GPU) based off of the nVidia 7800GTX graphics processor, and is a G70/G71 hybrid with some modifications. The RSX has separate vertex and pixel shader pipelines. The chip model number is CXD2982 GB for PS3 Fat. CDX2991 EGB for Slim. The following are relevant facts about the RSX...
Little Endian
8 vertex shaders at 500Mhz
28 pixel shaders (4 redundant, 24 active) at 550Mhz
.......

貌似神海2中的介绍录像中, 里面的开发人员说他们用了很多assembly来优化。。。 不过他们主要提及如何充分使用cell, 无视rsx啊。。

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发表于 2009-12-4 02:45  ·  美国 | 显示全部楼层
RSX 的确差了,SONY 这次可惜了,这么好的机器,如果配上了好一点点的显卡,原本可以在图像上彻底秒杀XBOX 的

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发表于 2009-12-4 15:31  ·  山东 | 显示全部楼层
LS就知道秒杀,不考虑成本,给你个画面如PS3的掌机,10万块卖你一个,你要嘛?扯淡!

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发表于 2009-12-4 20:26  ·  上海 | 显示全部楼层
以前找的规格对比图自己看一下
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