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Sony Playstation 2 GPU 90nm

Graphics Processor
EE+GS-90nm
Pixel Shaders
16
Vertex Shaders
2
TMUs
8
ROPs
16
Memory Size
4 MB
Memory Type
eDRAM
Bus Width
2560 bit
GPU Chip
GPU
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The Playstation 2 GPU 90nm was a performance-segment gaming console graphics solution by Sony, launched on May 26th, 2005. Built on the 90 nm process, and based on the EE+GS-90nm graphics processor, in its CXD2953AGB variant, the device does not support DirectX. The EE+GS-90nm graphics processor is a relatively small chip with a die area of only 86 mm² and 54 million transistors. It features 16 pixel shaders and 2 vertex shaders, 8 texture mapping units, and 16 ROPs. Sony includes 4 MB eDRAM memory, which are connected using a 2560-bit memory interface. The GPU is operating at a frequency of 147 MHz, memory is running at 150 MHz.
Its power draw is rated at 45 W maximum. The console's dimensions are 230 mm x 28 mm x 152 mm, and it features a igp cooling solution. Its price at launch was 199 US Dollars.

Graphics Processor

GPU Name
EE+GS-90nm
GPU Variant
CXD2953AGB
Foundry
Sony
Process Size
90 nm
Transistors
54 million
Density
622.1K / mm²
Die Size
86 mm²

Graphics Card

Release Date
May 26th, 2005
Generation
Console GPU
(Sony)
Production
End-of-life
Launch Price
199 USD

Clock Speeds

GPU Clock
147 MHz
Memory Clock
150 MHz

Memory

Memory Size
4 MB
Memory Type
eDRAM
Memory Bus
2560 bit
Bandwidth
48.00 GB/s

Render Config

Pixel Shaders
16
Vertex Shaders
2
TMUs
8
ROPs
16

Theoretical Performance

Pixel Rate
2.352 GPixel/s
Vertex Rate
73.50 MVertices/s
Texture Rate
1.176 GTexel/s

Board Design

Length
230 mm
9.1 inches
Width
28 mm
1.1 inches
Height
152 mm
6 inches
Weight
0.90 kg (1.98 lbs)
TDP
45 W
Outputs
No outputs

Graphics Features

DirectX
N/A
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Pixel Shader
N/A
Vertex Shader
N/A

Console Notes

Playstation 2 Slim:
SCPH-700Xx = 0.90kg (1.98 lbs) October 29th, 2004
SCPH-7500x = 0.90kg (1.98 lbs) December 1st, 2005
SCPH-7700x = 0.90kg (1.98 lbs) September 15th, 2006
SCPH-7900x (45W) = 0.60kg (1.32 lbs) July 2007
SCPH-9000x (35W) = 0.72kg (1.59 lbs) November 22nd, 2007

EE+GS-90nm GPU Notes

Playstation 2:
SCPH-1000x
SCPH-1500x
SCPH-1800x
CXD2934GB = GS: 250nm, 279 mm², 53.5 million transistors

Playstation 2:
SCPH-3000x
SCPH-3500x
SCPH-3700x
SCPH-3900x
SCPH-5000x
CXD2944GB = EE+GS: 180nm, 188 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-700Xx
SCPH-7500x
SCPH-7700x
CXD2953AGB = EE+GS: 90nm, 86 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-7900x
SCPH-9000x
CXD2976GB = EE+RDRAM+SPU2+IOP
CXD2980BGB = GS: 65nm, 60 mm², 53.5 million transistors

Parallel rendering processor with embedded DRAM
"Graphics Synthesizer" (GS) clocked at 147.456 MHz

Programmable CRT controller (PCRTC) for output

Pixel pipelines:
16 without any texture mapping units (TMU), however half of pixel pipelines can perform texturing, so fillrate is either 16 pixels per clock with untextured 2400 Mpixels; or 8 pixels per clock with 1200 megapixels with bilinear texturing, and 1200 megatexels (bilinear).

Video output resolution:
Variable from 256×224 to 1920×1080
4 MB of embedded DRAM as video memory (an additional 32 MB of main memory can be used as video memory for off-screen textures); 48 gigabytes per second peak bandwidth

Texture buffer bandwidth:
9.6 GB/s

Frame buffer bandwidth:
38.4 GB/s

eDRAM bus width:
2560-bit
(1024-bit write, 1024-bit read, 512-bit read/write)

Pixel configuration:
RGB:alpha, 24:8, 15:1; 16-, 24-, or 32-bit Z-buffer

Display color depth:
32-bit (RGBA: 8 bits each)
Dedicated connection to main CPU and VU1

Overall pixel fillrate:
16 × 147 Mpix/s = 2.352 gigapixel/s
1.2 gigapixel/s (with Z-buffer, alpha, and texture)
With no texture, flat shaded: 2.4 Gpix/s (75,000,000 32-pixel raster triangles)
With 1 full texture (diffuse map), Gouraud shaded: 1.2 Gpix/s (37,750,000 32-bit pixel raster triangles)
With 2 full textures (diffuse map and specular, alpha, or other), Gouraud shaded: 0.6 Gpix/s (18,750,000 32-bit pixel raster triangles)

Texture fillrate:
1.2 Gtexel/s

Sprite drawing rate:
18.75 million/s (8×8 pixels)

Particle drawing rate:
150 million/s

Polygon drawing rate:
75 million/s (small polygon)
50 million/s (48-pixel quad with Z and A)
30 million/s (50-pixel triangle with Z and A)
25 million/s (48-pixel quad with Z, A and T)
16 million/s (75-pixel triangle with Z, A, T and fog)
VESA (maximum 1280×1024 pixels)
3 rendering paths (path 1, 2 and 3)

Graphics Synthesizer as found in SCPH-390xx
GS effects include: read-write textures, emboss bump mapping, Dot3 bump mapping (normal mapping), multiple-light sources, per-vertex lighting, volumetric fog, mipmapping, LOD, spherical harmonic lighting, high dynamic range (HDR) rendering, motion blur, heat haze, bloom, depth of field, shadow volumes, shadow mapping, lightmapping, environment mapping, render-to-texture, alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), NURBS, Bezier curves, Bezier surfaces, B-splines, offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling.
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)

Retail boards based on this design (3)

Name GPU Clock Memory Clock Other Changes
147 MHz 150 MHz
147 MHz 150 MHz
147 MHz 150 MHz
Sep 26th, 2024 20:08 EDT change timezone

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