▁write ▁to ▁G DD R 3 ▁for ▁output ▁to ▁the ▁HD MI ▁display . ▁This ▁is ▁why ▁extra ▁texture ▁lookup ▁instructions ▁were ▁included ▁in ▁the ▁R S X ▁to ▁allow ▁loading ▁data ▁from ▁X DR ▁memory ▁( as ▁opposed ▁to ▁the ▁local ▁G DD R 3 ▁memory ). ▁ ▁R S X ▁libraries ▁ ▁The ▁R S X ▁is ▁dedicated ▁to ▁ 3 D ▁graphics , ▁and ▁developers ▁are ▁able ▁to ▁use ▁different ▁API ▁libraries ▁to ▁access ▁its ▁features . ▁The ▁easiest ▁way ▁is ▁to ▁use ▁high ▁level ▁PS GL , ▁which ▁is ▁bas icial ly ▁OpenGL | ES ▁with ▁program m able ▁pipeline ▁added ▁in , ▁however ▁this ▁is ▁un pop ular ▁due ▁to ▁the ▁performance ▁overhead ▁on ▁a ▁relatively ▁weak ▁console ▁CPU . ▁ ▁At ▁a ▁lower ▁level ▁developers ▁can ▁use ▁Lib GC M , ▁which ▁is ▁an ▁API ▁that ▁builds ▁R S X ▁command ▁buff ers ▁at ▁a ▁lower ▁level . ▁( PS GL ▁is ▁actually ▁implemented ▁on ▁top ▁of ▁Lib GC M ). ▁This ▁is ▁done ▁by ▁setting ▁up ▁commands ▁( via ▁FI FO ▁Context ) ▁and ▁D MA ▁Object s ▁and ▁issu ing ▁them ▁to ▁the ▁R S X ▁via ▁D MA ▁calls . ▁ ▁D iffer ences ▁with ▁the ▁G 7 0 ▁architecture ▁The ▁R S X ▁' Re ality ▁Syn thes izer ' ▁is ▁based ▁on ▁the ▁G 7 0 ▁architecture , ▁but ▁features ▁a ▁few ▁changes ▁to ▁the ▁core . ▁The ▁biggest ▁difference ▁between ▁the ▁two ▁ch ips ▁is ▁the ▁way ▁the ▁memory ▁band width