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Thread: PS3:กระทู้ข่าวPS3อย่างเป็นทางการครับ:by juking

  1. #1
    OverclockZone Member arashi_989's Avatar
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    Default PS3:กระทู้ข่าวPS3อย่างเป็นทางการครับ:by juking

    ติดต่อผู้ดูแลกระทู้ punkofjuking@hotmail.com JUKING-POWER

  2. #2
    OverclockZone Member arashi_989's Avatar
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    PS3 Hardware Specs

    CPU: Cell Processor
    PowerPC-base Core @3.2GHz
    1 VMX vector unit per core
    512KB L2 cache
    7 x SPE @3.2GHz
    7 x 128b 128 SIMD GPRs
    7 x 256KB SRAM for SPE
    * 1 of 8 SPEs reserved for redundancy total floating point performance: 218 GFLOPS
    GPU: RSX @550MHz
    1.8 TFLOPS floating point performance
    Full HD (up to 1080p) x 2 channels
    Multi-way programmable parallel floating point shader pipelines
    Sound: Dolby 5.1ch, DTS, LPCM, etc. (Cell-base processing)

    Memory:

    256MB XDR Main RAM @3.2GHz
    256MB GDDR3 VRAM @700MHz
    System Bandwidth:
    Main RAM: 25.6GB/s
    VRAM: 22.4GB/s
    RSX: 20GB/s (write) + 15GB/s (read)
    SB: 2.5GB/s (write) + 2.5GB/s (read)
    System Floating Point Performance: 2 TFLOPS

    Storage:

    HDD
    Detachable 2.5” HDD slot x 1
    I/O:
    USB: Front x 4, Rear x 2 (USB2.0)
    Memory Stick: standard/Duo, PRO x 1
    SD: standard/mini x 1
    CompactFlash: (Type I, II) x 1
    Communication: Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x3 (input x 1 + output x 2) Wi-Fi: IEEE 802.11 b/g Bluetooth: Bluetooth 2.0 (EDR)

    Controller:

    Bluetooth (up to 7)
    USB2.0 (wired)
    Wi-Fi (PSP&reg
    Network (over IP)
    AV Output:
    Screen size: 480i, 480p, 720p, 1080i, 1080p
    HDMI: HDMI out x 2
    Analog: AV MULTI OUT x 1
    Digital audio: DIGITAL OUT (OPTICAL) x 1
    CD Disc media (read only):
    PlayStation CD-ROM
    PlayStation 2 CD-ROM
    CD-DA (ROM), CD-R, CD-RW
    SACD Hybrid (CD layer), SACD HD
    DualDisc (audio side), DualDisc (DVD side)
    DVD Disc media (read only):
    PlayStation 2 DVD-ROM
    PLAYSTATION 3 DVD-ROM
    DVD-Video: DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW
    Blu-ray Disc media (read only):
    PLAYSTATION 3 BD-ROM
    BD-Video: BD-ROM, BD-R, BD-RE

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    OverclockZone Staff มหาชะนี's Avatar
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    มันคือ ?

  4. #4
    OverclockZone Member arashi_989's Avatar
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    IBM Shows Cell Processor Demos


    As part of its technical showings at E3 2005, IBM set up a demo event showcasing the Cell processor. Created by Sony, IBM and Toshiba, the Cell processor will be the heart of Sony's forthcoming PlayStation 3, officially unveiled yesterday at its press conference.


    IBM's presentation consisted of a set of computationally-intensive demos, intended to show off the number-crunching power of the Cell's individual processing units. Each Cell processor is made up of one PowerPC Processing Element (PPE) and eight Synergistic Processing Elements (SPEs). The PPE is in charge of feeding instructions to the eight SPEs, which are capable of working individually on tasks without the need to reference the other SPEs. In short, a single Cell processor is capable of running eight separate tasks simultaneously at its full operational speed (3.2GHz in the case of the demoed CPUs), plus whatever you can throw at the PPE.

    The first demo we saw was a ray-traced landscape demo, which was also shown at Sony's PlayStation 3 press conference yesterday. Height field data acquired by LIDAR (light RADAR basically) was combined with a color overlay taken via satellite imagery to create a realistic 3D rendering of the Mount St. Helens volcanic area.

    The key to this demo was that the imagery was ray-traced in realtime solely via a pair of Cell processors. Instead of using a video card to display the graphics (thereby limiting the "wow" factor), the Cell processors rendered the image to a series of JPG images, which were then streamed to a standard G5 tower over the network. Each image was rendered at 1280x720, creating a 720p high-definition scene of the area.

    A switch allowed for turning on colored stripes that represented what each SPE was rendering at any given moment, updated in realtime. As more complex areas entered the view, the SPEs would dynamically scale how much of the scene they were rendering so that the framerate stayed even (and solid) throughout the demo.

    The next demo was based on a new cloth simulation algorithm being worked into Maya. Again using two Cell processors, the demo was able to run 16 separate simulations simultaneously. Each piece of cloth was defined by 300 vertices, but the real kicker with this demo is that the algorithm incorporated self-intersecting physics, keeping the cloth from flowing through itself. This sort of simulation is much more computationally-intensive than simulating a cloth against another object.

    Next up we checked out a set of blade servers, each set up with two Cell processors. They weren't final design quite yet, but when finished they'll sport a double-width size while still being able to keep the processors quite cool. In fact, as the blades were open we could test the heat coming off of them and it felt reasonably cool, cooler than many of our high-end PCs back at the IGN offices. This bodes well for heat-issues, or more correctly the lack thereof.

    Lastly, we saw a demo of a network game with entirely server-side physics. The goal here was to prove that a high-end server could run some of the most computationally-intensive parts of a game, saving the client machines from having to process what would wind up being redundant data. The demo featured some huge mechs, large buildings and a couple tanks. As parts of an object were fired upon, pieces of it would crumble off and collide and bounce with surrounding objects. While it honestly wasn't the most impressive piece of physics tech we've ever seen, the fact that it was all running server-side was kinda neat.

    That ended our demo time with the Cell processor. While a couple of the demos were quite impressive, like the cloth and landscape demos, the coolest part was actually seeing Cell processors up and running right in front of us. Sure, we saw the same thing yesterday at the Sony press conference, but in those cases the hardware was hidden. It's reassuring to actually see the processors cranking out data right in front of our eyes.

  5. #5
    OverclockZone Member arashi_989's Avatar
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    NVIDIA to Supply Graphics Card for PS3


    SONY PICTURES STUDIOS, CULVER CITY, CA--MAY 16, 2005 – NVIDIA Corporation


    (Nasdaq: NVDA), a worldwide leader in graphics and digital media processors, provided a first look at the powerful graphics architecture of PLAYSTATION®3 at a press conference held today by Sony Computer Entertainment (SCE). NVIDIA and SCE are jointly developing a new graphics processor for PLAYSTATION®3. Codenamed "RSX," the new processor will connect directly to Cell, the advanced microprocessor developed by IBM, Sony Group, and Toshiba.

    "RSX is jointly developed by NVIDIA, the number one company in PC graphics,
    and SCE, the leader in computer entertainment," said Ken Kutaragi, president and group CEO, Sony Computer Entertainment Inc. "This cutting-edge graphics processor will give freedom in graphics expression and accelerate the fusion of entertainment content."

    "PLAYSTATION 3 will be the most important computer entertainment and digital media platform of the decade," added Jen-Hsun Huang, president and CEO, NVIDIA. "The combination of Cell and RSX will enable the creation of next-generation real-time 3D imagery that will take your breath away."

    During the press conference, Mr. Huang demonstrated examples of graphics breakthroughs that will be available to future PLAYSTATION 3 developers and end-users. His presentation included real-time demos created by NVIDIA as well as a new demo developed by Epic Games. The demos illustrate how RSX will enable PLAYSTATION 3 games to realize stunning immersive and interactive environments, compelling and believable characters, and experiences beyond what was previously thought possible.

    RSX will be the most sophisticated graphics processor ever built, representing 1500 person-years of investment. When combined with Cell, it will provide an astounding two teraflops of floating point horsepower. A measure of the extraordinary processing power of RSX compared to current-generation game consoles is the numbers of transistors it will contain: 300 million. This is more than the total number of transistors in both the central processing units and the graphics processing units of the three leading current-generation systems, combined.

  6. #6
    OverclockZone Staff มหาชะนี's Avatar
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    ทำดีก็ทำต่อไป แต่อย่าเกินพอดี

  7. #7
    OverclockZone Member arashi_989's Avatar
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    เลิกดีกว่าพอ-ไม่ต่อแล้วครับ

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    OverclockZone Member หัวโบราณ's Avatar
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    ค่อยดูเป็นชิ้นเป็นอันมากกว่ากระทู้ที่แล้วหน่อย


    แต่ ผิดหมวด เอาไปอยู่หมวดเกมดีกว่ามั้ง
    Last edited by หัวโบราณ; 25 Dec 2006 at 12:40:16.

  9. #9
    OverclockZone Member Yoshimitsu's Avatar
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    ผมก็ว่าอย่างนั้นนะ น่าจะไปอยู่หมวดเกมมากกว่านะครับ แต่ก็จบลงด้วยดีครับ

  10. #10
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    แปลไม่ออกครับ แฮะๆ ขอภาษาไทยจะดีมากเลยนะงับ ^^"

  11. #11
    OverclockZone Member magzaa's Avatar
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    ps3 มันแรงกว่าคอมผม อีก อ่ะ

  12. #12
    OverclockZone Member kenji_shinoda's Avatar
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    เหอๆ


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