2 shader ALU operações por pipeline, por ciclo (1 vector4 e 1 escalar, dupla co-emitidas)
10 FLOPS por pipeline, por ciclo
Contador de vertex máximo: 2.32 biliões de vértices por segundo (8 vertex shader pipeline x 550) / 4)
Minimum performance (worst case) polygon count: 366 million polygons per second (1.1 billion vertices per second / 3 vertices per triangle)
Normal polygon: 412.5 million polygons per secound
RSX GPU & CELL CPU Maximum polygon count: 780 million (2.32 billion vertices per second / 3 vertices per polygon)
Maximum shader operations (per cycle): 136 shader operations per clock cycle ( (5 shader ALUs x 24 pixel pipelines) + (2 shader ALUs x 8 vertex pipelines)
Maximum shader operations (per second): 74.8 billion shader operations per second (136 shader operations x 550) & 100 billion shader operations per secound whit CELL CPU[1]
Announced FLOPS: 1.8 trillion floating point operations per second[1][2]