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Thread: PS2 ...?
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27th December 2006 00:25 #1
PS2 ...?
Playstation 2 e 294 MHz 800MHz . 32!!
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Code:The specifications of the PlayStation 2 console are as follows, with hardware revisions: Emotion Engine CPU Emotion Engine CPU Graphics Synthesizer GPU Graphics Synthesizer GPU I/O Processor (PlayStation 1 CPU) I/O Bus I/O Processor (PlayStation 1 CPU) I/O Bus * CPU: 128 bit "Emotion Engine" clocked at 294 MHz, 10.5 million transistors o System Memory: 32 MB Direct Rambus or RDRAM (note that some computers use this type of RAM) o Memory bus Bandwidth: 3.2 GB per second o Main processor: MIPS R5900 CPU core, 64 bit o Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1) o Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit, vu0 used for physics and other gameplay type things, vu1 used for polygon transformations and other visual based calculation o Floating Point Performance: 6.2 GFLOPS (single precision 32-bit floating point), about 2.9 on each vector unit o 3D CG Geometric Transformation: 66 million polygons per second[15] o Compressed Image Decoder: MPEG-2 o I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer o Cache memory: Instruction: 16KB, Data: 8KB + 16 KB (ScrP) * Graphics: "Graphics Synthesizer" clocked at 147 MHz o Pixel pipelines:16 o Video output resolution: variable from 256x224 to 1280x1024 pixels o 4 MB Embedded DRAM video memory bandwith at 47GB per second(main system 32 MB can be dedicated into vram) o DRAM Bus bandwidth: 47.0GB per second o DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) o Pixel Configuration: RGB:Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer) o Dedicated connection to: Main CPU and VU1 o Overall Pixel fillrate: 16x147 = 23.52Gpixel/sec(rounded to 2.4Gpixel/sec) o Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel real-world triangles) o Pixel fillrate: with 1 full texture(Defuse Map), Gouraud shaded 1.2(37,750,000 32pixel real-world triangles) o Pixel fillrate: with 2 full textures(Defuse map + specular or alpha or other), Gouraud shaded 0.6(18,750,000 32pixel real-world triangles) o Multi-pass rendering ability (four passes: 300M pixels/second) * Sound: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz) o Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels o Sampling Frequency: 44.1 kHz or 48 kHz (selectable) o Output: Dolby Digital 5.1 Surround sound, DTS (cutscenes only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II * I/O Processor o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz) o Sub Bus: 32 Bit o Connection to: SPU and CD/DVD controller. * Interface Types: 2 proprietary PlayStation controller ports (250KHz clock for PS1 and 500KHz for PS2 controllers), 2 proprietary Memory Card slots using MagicGate encryption (250KHz for PS1 cards, up to 2MHz 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),[16] and 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" aka 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.
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27th December 2006 00:42 #2
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27th December 2006 01:18 #3
http://arstechnica.com/articles/paedia/cpu/ps2vspc.ars < - e (: , , , ( , ,
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27th December 2006 06:02 #4Banned
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, TV, 525/625 ( NTSC/PAL). XBox 360 HDTV . .., , 640480. -, -.
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27th December 2006 11:51 #5
, Intel vs. AMD,
, ...?
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, , .This isn't right. It's not even wrong. -- Wolfgang Pauli
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27th December 2006 12:08 #6
. , , - "" , - 6 . . hardware, , ...
"Success is not final, failure is not fatal, it's the courage to continu that cunts."




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