http://www.fatbabies.com/phpbb/viewtopic.php?t=2792
So called industry insider got these from E3, a good joke, too bad the specs blow.
He did a good job though, kinda.
Cell Chip
- MIPS VI-Subset
- 3 GHz (2.979 GHz)
- 256-bit Integer SIMD
- 256-bit Floating-Point SIMD
- 270KB Cache (165KB Instruction + 105KB Data)
- 250KB Scratch Pad RAM
- Co-Processor 1: FPX
- Floating Point Multiply Accumulator (FMAC) x 3
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Co-Processor 2: VU2
- Floating Point Multiply Accumulator (FMAC) x 5
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Vector Processing Unit: VUI
- Floating Point Multiply Accumulator (FMAC) x 9
- Floating Point Divider (FDIV) x 8
- 320KB Cache (160KB Instruction + 160KB Data)
- 7000 Dhrystone MIPS
- 60 GFLOPS
- Geometry:
- 970 Million Polygons per Second (Peak)
- 715 Million Polygons per Second (Lighting + Fog)
- 400 Million Polygons per Second (Nurbs + Ray Tracing)
- Image Processing Unit (IP1): MPEG4 Compressed Image Decoder
- 3000 Million Pixels per Second
- DMA: 25 channels
Graphics Synthesizer II (GSII)
- 400 MHz (398.647 MHz)
- 50 Pixel Pipelines
- 25.2 Gigapixels per Second (with texture)
- 11.7 Gigatexels per Second
- Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
- Perspective-Correct Texture Mapping
- Anti-Aliasing
- Bump Mapping
- Environment Mapping
- Ray Tracing
- Parametric Modelling
- 128-bit Color (RGBA)
- 128-bit Z Buffer
- 64MB Multiported Embedded DRAM
- 370.5 Gigabytes per Second eDRAM Bandwidth (200 GB/s in each direction)
- 105 Gigabytes per Second eDRAM Texture Bandwidth
- 2100 Million Particles per Second
- Polygon Drawing Rate:
- 1.02 Billion Polygons per Second (small polygon)
- 800 Million Polygons per Second (120-pixel quad with Z and Alpha)
- 550 Million Polygons per Second (200-pixel triangle with Z and Alpha)
- 420 Million Polygons per Second (170-pixel quad with Z, Alpha, and Texture)
- 150.86 Million Sprites per Second (75 x 75 pixel sprites)
Emotion Engine II to Graphics Synthesizer Bus
- 256 Bits Wide
- 400 MHz
- 9.3 Gigabytes per Second Bandwidth
Main Memory
- 512 Megabytes RAMBUS DRAM
- 64 Bits Wide (Dual Channel 32-bit)
- 900 MHz (1800 MHz Effective)
- 7000 Megabits per Second per Pin
- 30.9 Gigabytes per Second Bandwidth
Sound Chip
- 512 Voices
- 8MB Memory
- Supports Dolby 10.1, AC3, and DTS output
Storage
- 48x DVD-ROM
- DVD-16 Disc Format (20 Gigabytes+)
- 100GB HardDrive
Connectivity
- Broadband
- Infra-red Dual shock 3 Controllers
So called industry insider got these from E3, a good joke, too bad the specs blow.
He did a good job though, kinda.
Cell Chip
- MIPS VI-Subset
- 3 GHz (2.979 GHz)
- 256-bit Integer SIMD
- 256-bit Floating-Point SIMD
- 270KB Cache (165KB Instruction + 105KB Data)
- 250KB Scratch Pad RAM
- Co-Processor 1: FPX
- Floating Point Multiply Accumulator (FMAC) x 3
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Co-Processor 2: VU2
- Floating Point Multiply Accumulator (FMAC) x 5
- Floating Point Divider (FDIV) x 3
- 90KB Cache (45KB Instruction + 45KB Data)
- Vector Processing Unit: VUI
- Floating Point Multiply Accumulator (FMAC) x 9
- Floating Point Divider (FDIV) x 8
- 320KB Cache (160KB Instruction + 160KB Data)
- 7000 Dhrystone MIPS
- 60 GFLOPS
- Geometry:
- 970 Million Polygons per Second (Peak)
- 715 Million Polygons per Second (Lighting + Fog)
- 400 Million Polygons per Second (Nurbs + Ray Tracing)
- Image Processing Unit (IP1): MPEG4 Compressed Image Decoder
- 3000 Million Pixels per Second
- DMA: 25 channels
Graphics Synthesizer II (GSII)
- 400 MHz (398.647 MHz)
- 50 Pixel Pipelines
- 25.2 Gigapixels per Second (with texture)
- 11.7 Gigatexels per Second
- Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
- Perspective-Correct Texture Mapping
- Anti-Aliasing
- Bump Mapping
- Environment Mapping
- Ray Tracing
- Parametric Modelling
- 128-bit Color (RGBA)
- 128-bit Z Buffer
- 64MB Multiported Embedded DRAM
- 370.5 Gigabytes per Second eDRAM Bandwidth (200 GB/s in each direction)
- 105 Gigabytes per Second eDRAM Texture Bandwidth
- 2100 Million Particles per Second
- Polygon Drawing Rate:
- 1.02 Billion Polygons per Second (small polygon)
- 800 Million Polygons per Second (120-pixel quad with Z and Alpha)
- 550 Million Polygons per Second (200-pixel triangle with Z and Alpha)
- 420 Million Polygons per Second (170-pixel quad with Z, Alpha, and Texture)
- 150.86 Million Sprites per Second (75 x 75 pixel sprites)
Emotion Engine II to Graphics Synthesizer Bus
- 256 Bits Wide
- 400 MHz
- 9.3 Gigabytes per Second Bandwidth
Main Memory
- 512 Megabytes RAMBUS DRAM
- 64 Bits Wide (Dual Channel 32-bit)
- 900 MHz (1800 MHz Effective)
- 7000 Megabits per Second per Pin
- 30.9 Gigabytes per Second Bandwidth
Sound Chip
- 512 Voices
- 8MB Memory
- Supports Dolby 10.1, AC3, and DTS output
Storage
- 48x DVD-ROM
- DVD-16 Disc Format (20 Gigabytes+)
- 100GB HardDrive
Connectivity
- Broadband
- Infra-red Dual shock 3 Controllers