PlayStation technical specifications

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An SCPH-9001 motherboard
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The PlayStation technical specifications describe the various components of the original PlayStation video game console.

Central processing unit (CPU)[]

LSI CoreWare CW33300-based core[1]
Geometry Transformation Engine (GTE)
  • Coprocessor that resides inside the main CPU processor, giving it additional vector math instructions used for 3D graphics, lighting, geometry, polygon and coordinate transformations – GTE performs high-speed matrix multiplications.
  • Operating performance: 66 MIPS[5]
  • Polygons per second (rendered in hardware):
Motion Decoder (MDEC)
  • Also residing within the main CPU, enables full screen, high quality FMV playback and is responsible for decompressing images and video into VRAM.[4]
  • Operating performance: 80 MIPS[8]
  • Documented device mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB macroblock.
  • Output data may be transferred directly to GPU via DMA.
  • It is possible to overwrite IDCT matrix and some additional parameters, however MDEC internal instruction set was never documented.
  • It is directly connected to a CPU bus.
System Control Coprocessor (Cop0)[citation needed]
  • This unit is part of the CPU. Has 16 32-bit control registers.
  • Modified from the original R3000A cop0 architecture, with the addition of a few registers and functions.
  • Controls memory management through virtual memory technique, system interrupts, exception handling, and breakpoints.

Memory[]

  • MB main EDO DRAM[4]
  • Additional RAM is integrated with the GPU (including a 1 MB framebuffer) and SPU (512 KB), see below for details.
  • Cache RAM for CPU core and CD-ROM. See the relevant sections for details.
  • Flash RAM support through the use of memory cards, see below.
  • BIOS stored on 512 KB ROM

Graphics processing unit (GPU)[]

32-bit Sony GPU (designed by Toshiba)[9]
  • Handles display of graphics, control of framebuffer, and drawing of polygons and textures[citation needed]
  • Handles 2D graphics processing, in a similar manner to the 3D engine[citation needed]
  • RAM:[citation needed]
    • 1 MB VRAM[4] (later models contained SGRAM) for framebuffer
    • KB texture cache (132 MB/s memory bus bandwidth, 32-bit wide)
    • 64 bytes FIFO buffer
  • Features:
    • Adjustable framebuffer (1024×512)
    • Emulation of simultaneous backgrounds (to simulate parallax scrolling)
    • Mask bit
    • Texture window
    • Dithering
    • Clipping
    • Alpha blending (4 per-texel alpha blending modes)
    • Fog
    • Framebuffer effects
    • Transparency effects
    • Render to texture
    • Offscreen rendering
    • Multipass rendering
    • Flat or Gouraud shading and texture mapping[2]
    • No line restriction
    • Colored light sourcing
  • Resolutions:
  • Colors:
    • Maximum color depth of 16,777,216 colors (24-bit true color)
    • 57,344 (256×224) to 153,600 (640×240) colors on screen
    • Unlimited color lookup tables (CLUTs)
    • 32 levels of transparency
    • All calculations are performed to 24 bit accuracy
  • Texture mapping color mode:[8]
    • Mode 4: 4-bit CLUT (16 colors)
    • Mode 8: 8-bit CLUT (256 colors)
    • Mode 15: 15-bit direct (32,768 colors)
    • Mode 24: 24-bit (16,777,216 colors)
  • Sprite engine[citation needed]
    • 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects[citation needed]
    • Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation[2][10]
    • 256×256 maximum sprite size[8]
  • Special sprite effects:[8]
    • Rotation
    • Scaling up/down
    • Warping
    • Transparency
    • Fading
    • Priority
    • Vertical and horizontal line scroll

Sound processing unit (SPU)[]

16-bit Sony SPU[4]

I/O system and connectivity[]

CD-ROM drive
  • 660 MB maximum storage capacity, double speed CD-ROM drive
  • 2×, with a maximum data throughput of 300 KB/s (double speed), 150 KB/s (normal)[8]
  • 128 KB data buffer
  • XA Mode 2 compliant
  • Audio CD play[8]
  • CD-DA (CD-Digital Audio)
  • Rated for 70,000 seek operations[11]
Two control pads via connectors[8]
  • Expandable with multitap connector[8]
Backup flash RAM support
  • Two removable cards[8]
  • Each card has 128 KB flash memory
  • OS support for File Save, Retrieve and Remove[8]
Video and audio connectivity
Serial and parallel ports
Power input
  • 100 V AC (NTSC-J); 120 V AC (NTSC-U/C); or 220–240 V AC (PAL)
  • 7.5 V DC 2 A (PSone only)

See also[]

References[]

  1. ^ http://patpend.net/technical/psx/LSI.htm
  2. ^ Jump up to: a b c d e "Sony's PlayStation Debuts in Japan!". Electronic Gaming Monthly. No. 65. Sendai Publishing. December 1994. p. 70.
  3. ^ "FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip". FastForward. Retrieved 29 January 2014.
  4. ^ Jump up to: a b c d e f g h "Inside the PlayStation". Next Generation. No. 6. Imagine Media. June 1995. p. 51.
  5. ^ Jump up to: a b "Tech Specs: Sony PlayStation". Next Generation. No. 12. Imagine Media. December 1995. p. 40.
  6. ^ Karl Hodge. "Hall of Fame: Sony PlayStation, the games console that changed everything".
  7. ^ "Sony PlayStation". GamePro. No. 72. IDG. September 1994. p. 20.
  8. ^ Jump up to: a b c d e f g h i j k l "Sony PlayStation". Next Generation. No. 24. Imagine Media. December 1996. p. 50.
  9. ^ https://www.computer.org/publications/tech-news/chasing-pixels/is-it-time-to-rename-the-gpu
  10. ^ https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/
  11. ^ https://all-things-andy-gavin.com/2011/02/06/making-crash-bandicoot-part-5/
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