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Sony - Playstation 4 Secrets - View Post

Gilgamesh said:

Did anyone check out there idea of the Cell2 and RSX2, I dought they'll go that big for the cell2, the cell for the PS4 will more then likely be a cell1.5, but I don't know I kinda agree with how the RSX2 looks. Here's the cell2 and RSX2 in there mind.

Cell2

The Cell2 CPU has three 4.2Ghz PPE (Power Processor Element) with two threads and sixteen 4.2Ghz SPE (Synergistic Processing Elements). The three PPE are general purpose CPUs, while the sixteen SPE are geared towards processing data in parallel. One SPE is disabled to increase yield, so the PS4 can have at most 21 threads runnings at the same time (6 from PPE and 15 from SPE). Note that one SPE is reserved for the hypervisor, so PS4 programs can take advantage of 20 threads. The Cell2 was introduced at 45nm and later PS4 model numbers starting with CECKG uses the 32nm version.

  • 3 PPE (Power Processor Element)
    • 4.2Ghz
    • 2 threads (can run at same time)
    • L1 cache: 32kB data + 32kB instruction
    • L2 cache: 512kB
    • Memory bus width: 64bit (serial)
    • VMX (Altivec) instruction set support
    • Full IEEE-754 compliant
  • 16 SPE (Synergistic Processing Element)
    • 4.2Ghz
    • 1 SPE disabled to improve chip yield
    • 1 SPE dedicated for hypervisor security
    • 256kB local store per SPE
    • 128 registers per SPE
    • Dual Issue (Each SPE can execute 2 instructions per clock)
    • IEEE-754 compliant in double precision (single precision round-towards-zero instead of round-towards-even)
  • 45nm technology (CECKF models and lower)
  • 32nm technology (CECKG models and higher)

RSX2:

The RSX2 is a graphical processor unit (GPU) based off of the nVidia GeForce GTX 480 graphics processor, and is a G500/G600 hybrid with some modifications. The RSX2 has unified vertex and pixel shader pipelines. The following are relevant information about the RSX2...

  • 32 vertex shaders
  • 32 pixel shaders
  • 16 texture units
  • 32 Raster Operations Pipeline units (ROPs)
  • Includes 1024MB GDDR4 graphics memory
  • GDDR4 Memory interface bus width: 256bit
  • 65nm and 45nm technology

More features are revealed in the following chart delineating the differences between the RSX2 and the nVidia GeForce GTX 480

Difference RSX2 nVidia GeForce GTX 280 nVidia GeForce GTX 480
Memory bus width 256bit 512bit 512bit
Graphics Memory 1024MB 1024MB 2048MB
ROPs 32 32 48
CPU interface Embedded PCI-Express 16x PCI-Express 32x
Technology 55nm/45nm 65nm 55nm


Other RSX2 features/differences include:

  • More shader instructions
    • Extra texture lookup logic (helps RSX2 transport data from system memory)
    • Fast vector normalize


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

General RSX2 features include 4x and 8x hardware anti-aliasing, and support for Shader Model 4.0.

Although the RSX2 has 1024MB of GDDR4 RAM, not all of it is useable. The last 16MB is reserved for keeping track of the RSX2 internal state and issued commands. The 16MB of CPU Data contains RAMIN, RAMHT, RAMFC, DMA Objects, Graphic Objects, and the Graphic Context.

I doubt they will use anything like RSX2,There are much more powerful video cards so im guessing they will go with a nvidia 9800 gtx or something around that,physics and graphics = win!