Playstation 2
Technical specifications
The specifications of the PlayStation 2 console are as follows, with hardware revisions:
CPU: 128-bit "Emotion Engine" clocked at 294 MHz (299 MHz on newer versions), 10.5 million transistors
System Memory: 32 MiB Direct Rambus or RDRAM (note that some computers use this type of RAM)
Memory bus Bandwidth: 3.2 Gigabyte per second
Main processor: MIPS R5900 CPU core, 64 bit
Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit, at 150 MHz.
VU0 typically used for physics and other gameplay type things
VU1 typically used for polygon transformations, lighting and other visual based calculations
Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
FPU 0.64 gigaFLOPS
VU0 2.44 gigaFLOPS
VU1 3.08 gigaFLOPS
3D CG Geometric transformation: 66 million polygons/sec
3D CG Geometric transformations under curved surfaces: 16 million polygons/sec
Compressed Image Decoder: MPEG-2
I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
Cache memory: Instruction: 16 KiB, Data: 8 KiB + 16 KiB (ScrP)
Graphics: "Graphics Synthesizer" clocked at 147 MHz
Pixel pipelines: 16
Video output resolution: variable from 256x224 to 1280x1024 pixels
4 MB Embedded DRAM video memory bandwidth at 48 Gigabit per second (main system 32 MiB can be dedicated into vram)
DRAM Bus bandwidth: 48.0 Gb per second
Texture buffer bandwidth: 9.6 Gbit/s
Frame buffer bandwidth: 38.4 Gbit/s
DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
Dedicated connection to: Main CPU and VU1
Overall Pixel fillrate: 16x147 = 2.352Gpixel/sec(rounded to 2.4Gpixel/sec)
Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel real-world triangles)
Pixel fillrate: with 1 full texture(Defuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel real-world triangles)
Pixel fillrate: with 2 full textures(Defuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel real-world triangles)
Multi-pass rendering ability
Four passes = 300M pixels/second (300M pixel/sec divided by 32pixel = 9,375,000 triangle/sec lossed every four passes)
Sound: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
I/O Processor
CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
Sub Bus: 32 Bit
Connection to: SPU and CD/DVD controller.
Interface Types:
2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
Modem and Internal Hard Disk Drive
IEEE 1394 (only in SCPH 10xxx – 3xxxx)
Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
2 USB 1.1 ports with an OHCI-compatible controller.
Disc Drive type: 24x (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.
Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB), DVD Video (4.7 GB). Later models are DVD-9 (8.5 GB Dual-Layer), DVD+RW, and DVD-RW compatible.