gruby300 [ Konsul ]
Dokladna specyfikacja PS2.
Witam!
Gdzie znajde dokladna specyfikacje PS2 zawierajaca np. jakie ps2 zawiera filtrowanie antropozowe czy trojliniowe, maksymalna rodzielczosc itp.
z gory thx.
Danewcieło [ Starszy Orzechowy ]
2 link
gruby300 [ Konsul ]
Powiedz gdzie ty ja widzisz bo ja jej nie widze. PS2 czyli chodzi mi o konsole a nie o zlacze.
Damian1539 [ Legend ]
Danewcieło [ Starszy Orzechowy ]
Człowieku, to był 2 link, nie wiem jak tego nie zauważyłeś.
gruby300 [ Konsul ]
[5] ALE JA NIE CHCE SPECYFIKACJI JAKIS PIEPRZONYCH KOMPUTEROW. Chce specyfikacje PlayStation 2
gruby300 [ Konsul ]
up
gruby300 [ Konsul ]
up kolejny raz.
charlie.scene [ Konsul ]
Nie stresuj sie grubasku. Max to 1080i, ale jest tylko kilka gier ktora supportuja taka rozdzielczosc. Reszte info masz na wikipedii. Naucz sie uzywac google.
Orrin [ Najemnik ]
za wiki
Technical specifications
The specifications of the PlayStation 2 console are as follows, with hardware revisions:
Emotion Engine CPU
Graphics Synthesizer GPU
Graphics Synthesizer as on SCPH39000.
Older EE+GS that does not incorporate system memory (Found in Older Charcoal Black Slim PS2s. (SCPH-70001).
ASIC that incorporates the EE, GS, and system memory (found in silver slim PS2s. Model SCPH-79000).
* CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
o System Memory: 32 MB Direct Rambus or RDRAM
o Memory bus Bandwidth: 3.2 gigabytes per second
o Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
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), 32-bit, at 150 MHz.
+ VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
# Parallel performs transformations in parallel in the same moment
# Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
* Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
* Stage 2: VU1 does colors, lights and effects per triangle)
+ VU1 typically used for polygon transformations, lighting and other visual based calculations
# Texture matrix able for 2 units (UV/ST)[38]
o Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
+ FPU 0.64 gigaFLOPS
+ VU0 2.44 gigaFLOPS
+ VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
o 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
+ 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
+ 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
+ Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
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: 16 KB, Data: 8 KB + 16 KB (ScrP)
* Graphics processing unit: "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 bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
+ Texture buffer bandwidth: 9.6 GB/s
+ Frame buffer bandwidth: 38.4 GB/s
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 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
+ Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
+ Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
+ Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
o GS effects: AAx2 (poly sorting required)[39], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
o Multi-pass rendering ability
+ Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[40]
* Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
o Sound Memory: 2 MB
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 (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
* I/O Processor
o I/O Memory: 2 MB
o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
o Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original PlayStation format games.
o Sub Bus: 32-bit
o Connection to: SPU and CD/DVD controller.
* Interfaces:
o 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
o 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
o Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
o Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)
o FireWire (only in SCPH 10xxx – 3xxxx)
o Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
o 2 USB 1.1 ports with an OHCI-compatible controller.
* Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read Gold Discs.
* Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Double-Layer). Later models (starting with SCPH-50000) are DVD+RW, and DVD-RW compatible.