PlayStation2 Technical Specifications

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Electronic Theatre ImagePlayStation2 System Tecnical Specifications:

Emotion Engine
  • MIPS IV-Subset
  • 300 MHz (294.912 MHz)
  • 128-bit Integer SIMD
  • 128-bit Floating-Point SIMD
  • 24KB Cache (16KB Instruction + 8KB Data)
  • 16KB Scratch Pad RAM
  • Co-Processor 1: FPU
    • Floating Point Multiply Accumulator (FMAC) x 1
    • Floating Point Divider (FDIV) x 1
    • 8KB Cache (4KB Instruction + 4KB Data)
  • Co-Processor 2: VU0
    • Floating Point Multiply Accumulator (FMAC) x 4
    • Floating Point Divider (FDIV) x 1
    • 8KB Cache (4KB Instruction + 4KB Data)
  • Vector Processing Unit: VU1
    • Floating Point Multiply Accumulator (FMAC) x 5
    • Floating Point Divider (FDIV) x 2
    • 32KB Cache (16KB Instruction + 16KB Data)
  • 450 Dhrystone MIPS
  • 6.2 GFLOPS
  • Geometry:
    • 66 Million Polygons per Second (peak)
    • 38 Million Polygons per Second (lighting)
    • 36 Million Polygons per Second (fog)
    • 16 Million Polygons per Second (curved surface generation)
  • Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
    • 150 Million Pixels per Second
  • DMA: 10 channels

Graphics Synthesizer (GS)

  • 150 MHz (147.456 MHz)
  • 16 Pixel Pipelines
  • 2.4 Gigapixels per Second (no texture)
  • 1.2 Gigatexels per Second
  • Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
  • Perspective-Correct Texture Mapping
  • Bump Mapping
  • Environment Mapping
  • 32-bit Color (RGBA)
  • 32-bit Z Buffer
  • 4MB Multiported Embedded DRAM
  • 38.4 Gigabytes per Second eDRAM Bandwidth (19.2 GB/s in each direction)
  • 9.6 Gigabytes per Second eDRAM Texture Bandwidth
  • 150 Million Particles per Second
  • Polygon Drawing Rate:
    • 75 Million Polygons per Second (small polygon)
    • 50 Million Polygons per Second (48-pixel quad with Z and Alpha)
    • 30 Million Polygons per Second (50-pixel triangle with Z and Alpha)
    • 25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture)
  • 18.75 Million Sprites per Second (8 x 8 pixel sprites)

Emotion Engine to Graphics Synthesizer Bus

  • 64 Bits Wide
  • 150 MHz
  • 1.2 Gigabytes per Second Bandwidth

Main Memory

  • 32 Megabytes RAMBUS DRAM
  • 32 Bits Wide (Dual Channel 16-bit)
  • 400 MHz (800 MHz Effective)
  • 800 Megabits per Second per Pin
  • 3.2 Gigabytes per Second Bandwidth

I/O Processor

  • Based on PSone CPU
  • 33.8688 MHz or 36.864 MHz (selectable)
  • 2MB Memory
  • USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA Controller

Sound Chip

  • 48 Voices
  • 2MB Memory
  • Supports Dolby, AC3, and DTS output

Storage

  • 4x DVD-ROM
  • DVD-5 Disc Format (4.7 Gigabytes)
  • Memory Cards
  • Optional Hard Disk Drive

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