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Technology Stocks : Rambus (RMBS) - Eagle or Penguin -- Ignore unavailable to you. Want to Upgrade?


To: Jim McMannis who wrote (58491)10/22/2000 8:59:31 PM
From: mishedlo  Respond to of 93625
 
<<Let me put it this way..."In my humble opinion", Sony will not use Rambus in PS3. That ought to cover me on both ends of the spectrum. I do have some sources though.>>

OK Jim name your sources or at least say from what company.
AND if it is nor RDRAM what will it be.

Enquiring minds (mine) want to know.

Thanks!



To: Jim McMannis who wrote (58491)10/22/2000 9:23:28 PM
From: Sully-  Read Replies (1) | Respond to of 93625
 
uh Jim,

Using your logic then........ I could then say something like.......... 'Sony will use RMBS in PS3..... I have some sources'..........

Heck, I could say essentially anything..... anything at all... as though it were fact...... & expect to get away with it...... never mind that this is a thread for discussing RMBS as an investment.........

Your statement was either a lie, or you have inside information that you posted on a stock message board. Like scumbria, you are now trying to spin the story away from the original infraction.

Bottom line, if you persist, the SEC will be interested. If you believe you can continue with a pattern of abuse without the potential for consequences, you are mistaken.

'nuff said.

Ö¿Ö



To: Jim McMannis who wrote (58491)10/22/2000 9:51:54 PM
From: vc21  Read Replies (1) | Respond to of 93625
 
RE: PS3

How quickly we forget:

BTW, your sources stink. GSCUBE will be the development tool for PS3. Hmm, you think they would put RDRAM in the dev tool but not the machine? UMMM, NOOO.

GSCUBE(TM) BASIC SPECIFICATIONS AND FEATURES

GScube consists of 16 EmotionEngine and 16 Graphics Synthesizer I-32 and each output are merged by Pixel Merger. GScube is controlled by a host computer via high-speed interface.

CPU 128Bit ``EmotionEngine(TM)'' x 16
System Clock Frequency 294.912MHz
Main Memory Direct RDRAM
Memory Size 2GB (128MB x 16)

Memory Bus Bandwidth 50.3GB/s (3.1GB/s x 16)
Floating Point Performance 97.5GFLOPS (6.1GFLOPS x 16)
3D CG Geometric Transformation 1.04Gpolygons/s (65Mpolygons/s x 16)
Graphics ``Graphics Synthesizer®I-32'' x 16
Clock Frequency 147.456MHz
VRAM Size 512MB (embedded 32MB x 16)
VRAM Bandwidth 755GB/s (47.2GB/s x 16)
Pixel Fill Rate 37.7GB/s (2.36GB/s x 16)
Maximum Polygon Drawing Rate 1.2 Gpolygons/s (73.7Mpolygons/s x 16)
Display Color Depth 32bit (RGBA: 8 bits each)
Z depth 32bit
Maximum Resolutions 1080/60p (1920x1080, 60fps, Progressive)
Merging Functions Scissoring
Alpha Test

Z Sorting

Alpha Blending

Sound ``EmotionEngine(TM)'' native audio
Maximum Output Channel 16
Sampling Frequency 48KHz
Output Data Length 16bit
Output Data Format AES/EBU Digital Audio Format
Other Specifications
Host Interface Peak transfer rate 2.4 GB/s (approx.)
Parallel bus 1024 bit for data/32 bit for
control

Physical Dimensions 424mm x 424mm x 424mm(WxDxH)
fit in for 19-inch rack
Weight 106lbs (approx.)
48Kg (approx.)
Power Requirement 100-240V 50/60Hz

SOURCE: Sony Computer Entertainment, Inc.



To: Jim McMannis who wrote (58491)10/22/2000 9:53:29 PM
From: Sam P.  Read Replies (1) | Respond to of 93625
 
Jim,

Well done.



To: Jim McMannis who wrote (58491)10/23/2000 7:20:25 AM
From: Steve Lee  Read Replies (1) | Respond to of 93625
 
Jim,

From public sources I have come to the conclusion that PS2 will not use RDRAM. I believe it will use QRSL. This is based on comments from engineers that have seen (and publicly commented on) full scope plots of QRSL signalling and concluded that it is ideal for applications where memory is soldered in place i.e. short channels - such as is possible with games consoles and other specialised devices that require high bandwidth and low cost.