Engineering:PlayStation technical specifications

From HandWiki
Short description: Overview of the technical specifications of the PlayStation
An SCPH-1000 motherboard
An SCPH-5001 motherboard
An SCPH-9001 motherboard
An SCPH-101 motherboard

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[6]
  • Uses fixed point arithmetic, different operations used different representations[8]
  • Polygons per second (rendered in hardware):
    • 180,000 with texture mapping[9]
    • 360,000[10] with flat shading

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.[5]
  • Operating performance: 80 MIPS[11]
  • 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.
  • 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

  • MiB main EDO DRAM[5]
  • 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)[12]

  • 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:[11]
    • 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)
    • Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation[2][13]
    • 256×256 maximum sprite size[11]
  • Special sprite effects:[11]
    • Rotation
    • Scaling up/down
    • Warping
    • Transparency
    • Fading
    • Priority
    • Vertical and horizontal line scroll
  • Pixel fillrate (theoretical maximum):[14]
    • 66 MPixel/s flat shaded polygons
    • 33 MPixel/s Gouraud shaded polygons
    • 33 MPixel/s for textured polygons with optional Gourard shading
    • Actual fill rate is lower due to polygon overhead or texture cache misses

Sound processing unit (SPU)

16-bit Sony SPU[5]

I/O system and connectivity

CD-ROM drive

  • 660 MB maximum storage capacity, double speed (CLV) CD-ROM drive
  • 2×, with a maximum data throughput of 300 KB/s (double speed), 150 KB/s (normal)[11]
  • 32 KB data buffer[15]
  • XA Mode 2 compliant
  • Audio CD play[11]
  • CD-DA (CD-Digital Audio)
  • Rated for 70,000 seek operations[16]

Two control pads via connectors[11]

  • Expandable with multitap connector[11]

Backup flash RAM support

  • Two removable cards[11]
  • Each card has 128 KB flash memory
  • OS support for File Save, Retrieve and Remove[11]
  • Some games (like "Music 2000") can use Memory Cards as main RAM, to store data for real time processing, bypassing the 2MB RAM limit. Video and audio connectivity
  • AV Multi Out (Composite video, S-Video, RGBS)
  • RCA Composite video and Stereo out (SCPH-100x to 5000 only)
  • RFU (SCPH-112X) DC out (SCPH-100x to 5000 only)
  • S-Video out (SCPH-1000 only)

Serial and parallel ports

  • Serial I/O (used for PlayStation Link Cable SCPH-100x to 900x only)
  • Parallel I/O (N/A) SCPH-100x to 750x only)

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. "FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip". http://patpend.net/technical/psx/LSI.htm. 
  2. 2.0 2.1 2.2 2.3 2.4 "Sony's PlayStation Debuts in Japan!". Electronic Gaming Monthly (Sendai Publishing) (65): 70. December 1994. 
  3. "FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip". FastForward. http://patpend.net/technical/psx/LSI.htm. 
  4. "LSI Builds Custom CPU for Sony PlayStation". Microprocessor Report (MicroDesign Resources) 8 (9). July 11, 1994. https://websrv.cecs.uci.edu/~papers/mpr/MPR/ARTICLES/080902.pdf. Retrieved September 17, 2024. 
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 "Inside the PlayStation". Next Generation (Imagine Media) (6): 51. June 1995. https://archive.org/details/nextgen-issue-006. 
  6. 6.0 6.1 "Tech Specs: Sony PlayStation". Next Generation (Imagine Media) (12): 40. December 1995. 
  7. Net Yaroze User Guide. Sony Computer Entertainment Inc. February 1997. p. 14. 
  8. PlayStation Developer Seminar / Fall ‘96 / GTE & Advanced Graphics
  9. Karl Hodge. "Hall of Fame: Sony PlayStation, the games console that changed everything". http://www.stuff.tv/playstation/hall-fame-sony-playstation/feature. 
  10. "Sony PlayStation". GamePro (IDG) (72): 20. September 1994. 
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 "Sony PlayStation". Next Generation (Imagine Media) (24): 50. December 1996. 
  12. "Is it Time to Rename the GPU? | IEEE Computer Society". https://www.computer.org/publications/tech-news/chasing-pixels/is-it-time-to-rename-the-gpu. 
  13. "NEXT Generation Issue #1 January 1995". January 1995. https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/. 
  14. "GPU Rendering Timings - PlayStation Development Network". https://www.psxdev.net/forum/viewtopic.php?t=4141. 
  15. "Nocash PSXSPX Playstation Specifications - CDROM - Response/Data Queueing". http://problemkaputt.de/psx-spx.htm#cdromresponsedataqueueing. 
  16. "Making Crash Bandicoot – part 5". 6 February 2011. https://all-things-andy-gavin.com/2011/02/06/making-crash-bandicoot-part-5/. 

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