En surfant j esuis tomber sur :
http://groups.google.be/groups?q=ps3+mezzanine&hl=fr&lr=&ie=UTF-8&selm=1022162799.410108%40morpheus.camb.scee.sony.co.uk&rnum=2
Project Update Information Request:
Sony Playstation 3 Mezzanine (Latin for Steel/Metal)
Processor Data:
Microprocessor: IBM Grid 256-bit at 550 Gigahertz
Primary Cache: 2-way set associative,32KB instruction/32KB data cache
Secondary Cache: 8MB DDR,Full Speed SDRAM
Main RAM: 1GB system SDRAM
Texture Memory: 104Mb/VRAM
Graphics SubSystem:
Pipes: 16 Graphics pipelines, up to 8 channels per pipe
Raster Managers: 4 Raster Managers per pipe
- 864M pixels/sec fill rate
- Pixel-accurate synchronization (Genlock) and swap sync
- 8.3M pixel display and 8 display channels
- Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second
- 48-bit RGBA Color
- 256MB Texture Memory with texture lookup tables for interactive volume
visualization
- Hardware clipmapping and real time high resolution texture paging
- Subsample round points
IBM Grid 256-bit Processor
- High clock rate accelerates every system function (550 Ghz)
- Four-way superscalar architecture, dynamic out-of-order instruction issue,
and speculative execution maximize utilization of processing
- Large unblocking cache keeps essential data in fast memory
Playstation 3(Grid/EE4/GS4) Graphics Architecture
Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four
Raster Managers, and a display generator.
- Geometry Engine: Four high performance Geometry Engine processors perform
lighting calculations and geometric transformations such as translations,
rotation, and scaling. Geometry Engine processor also execute
image-processing functions such as convolution and histogram equalization-a
more effective approach then that of CPU´s.
- Raster Managers: Raster Managers scan-convert data from Geometry Engine
processors into digital images. Raster managers perform pixel operations,
including Z buffer testing, color and transparency blending, and texture
mapping- and they do so with multisample anti-aliasing at real-time rates.
- Display Generator: The Display Generator converts digital data from the
Raster managers into analog or digital video signals for a maximum display
of more then 8 million pixels per PS3 graphics pipeline or more then 130
million pixels per system.
- 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory)
info ou intox ?