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PS3 Motherboard
The original PS3 used a motherboard revision of 1-871-868-32. A major revision was made for the PAL territory release (1-873-513-21), which basically removed PS2 Emotion Engine chip and substituted them with software based emulation. For the CECHG and CECHH models, PS2 hardware were completely removed, so hardware allowing even PS2 software emulation was taken out.
- CECHA: COK-001 1-871-868-32
- CECHC: COK-002 1-873-513-21
- CECHG: SEM-001
- CECHH: DIA-001 1-875-938-11
The architecture of the PS3 motherboard divides the main pieces of the system into 256MB XDR memory, Cell, RSX, and 256MB GDDR3. The HDMI display is connected to the 256MB GDDR3 (the video memory). The communication path also lines up in that order. Therefore, communication with the 256MB XDR memory must go through Cell, and communication with the GDDR3 must go through the RSX. Below has more info on each of the components.
Main System Memory The PS3 has 256MB of 400Mhz Rambus XDR main system memory . While the earlier models used Samsung chips, the newer models starting with CECHG uses Elpida. Note that another 256MB of GDDR3 memory is located in the RSX and is separate. When running, the operating system uses up 64MB of the XDR, leaving 192MB for games and applications (32MB are also taken from the GDDR3 video memory). It seems possible to increase available system ram, as the current OS takes a smaller 80MB total footprint (XDR and GDDR3), with the ability to pre-empt even more modules that are not needed. Games needing extra features (like in-game XMB) will of course do the opposite and will reduce available ram.
Cell Broadband Engine The Cell CPU has one 3.2Ghz PPE (Power Processor Element) with two threads and eight 3.2Ghz SPE (Synergistic Processing Elements). The PPE is a general purpose CPU, while the eight SPE are geared towards processing data in parallel. One SPE is disabled to increase yield, so the PS3 can have at most 9 threads runnings at the same time (2 from PPE and 7 from SPE). Note that one SPE is reserved for the hypervisor, so PS3 programs can take advantage of 8 threads. The Cell was introduced at 90nm and later PS3 model numbers starting with CECHG uses the 65nm version.
- 1 PPE (Power Processor Element)
- 3.2Ghz
- 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
- 8 SPE (Synergistic Processing Element)
- 3.2Ghz
- 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)
- 90nm (235.48mm2 die size) technology (CECHF models and lower)
- 65nm (174.61mm2 die size) technology (CECHG models and higher)
RSX - Reality Synthesizer 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 following are relevant facts about the RSX...
- 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
More features are revealed in the following chart delineating the differences between the RSX and the nVidia 7800 GTX.
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 cache is 576kB. General RSX features include 2x and 4x hardware anti-aliasing, and support for Shader Model 3.0.
Speed, Bandwidth, and Latency
Because of the aforementioned layout of the communication path between the different chips, and the latency and bandwidth differences between the various components, there are different access speeds depending on the direction of the access in relation to the source and destination. The following is a chart showing the speed of reads and writes to the GDDR3 and XDR memory from the viewpoint of the Cell and RSX. Note that these are measured speeds (rather than calculated speeds) and they should be lower if RSX and GDDR3 access are involved because these figures were measured when the RSX was clocked at 550Mhz and the GDDR3 memory was clocked at 700Mhz. The shipped PS3 has the RSX clocked in at 500Mhz (front and back end, although the pixel shaders run separately inside at 550Mhz). In addition, the GDDR3 memory was also clocked lower at 650Mhz.


For dts, backward compatibility is built into format. The dts Digital Surround (5.1) is the basic core of dts, which is 48kHz at 5.1 channels. dts-HD High Resolution Audio is lossy, but provides 24bit/96kHz for 8 (7.1) channels. dts-HD Master Audio is the only lossless version of dts at 8 (7.1) channels. These two dts-HD formats both contain the basic dts Digital Surround (core 5.1) as a fallback for older decoders. Therefore, in the chart above, when playing dts HD HRA or dts HD MA audio formats, you may end up with the core dts Digital Surround even though the PS3 does not support it. Also, notice that for TOSLINK (optical digital), selecting Linear PCM will result in only stereo (2) channels (even if the original audio format was lossy like Dolby Digital and dts Digital Surround. Decoded and uncompressed 5.1 channel LPCM data from lossy Dolby Digital and dts Digital Surround consume too much bandwidth for the TOSLINK to handle.
For Dolby Digital, selecting bitstream output of Dolby TrueHD will force the PS3 to output regular Dolby Digital at 640kbps.
Please review carefully the high resolution pictures below, what you see is what you get.
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