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Sony Playstation GPU 350nm

Graphics Processor
GTE-2
Pixel Shaders
2
Vertex Shaders
1
TMUs
3
ROPs
1
Memory Size
1 MB
Memory Type
SGRAM
Bus Width
32 bit
GPU Chip
GPU
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The Playstation GPU 350nm was a performance-segment gaming console graphics solution by Sony, launched on November 13th, 1997. Built on the 350 nm process, and based on the GTE-2 graphics processor, in its CXD8561CQ variant, the device does not support DirectX. The GTE-2 graphics processor is an average sized chip with a die area of 128 mm² and 1 million transistors. It features 2 pixel shaders and 1 vertex shader 3 texture mapping units, and 1 ROP. Sony includes 1 MB SGRAM memory, which are connected using a 32-bit memory interface. The GPU is operating at a frequency of 53 MHz, memory is running at 33 MHz.
Its power draw is rated at 10 W maximum. The console's dimensions are 270 mm x 60 mm x 188 mm, and it features a igp cooling solution. Its price at launch was 299 US Dollars.

Graphics Processor

GPU Name
GTE-2
GPU Variant
CXD8561CQ
Foundry
Sony
Process Size
350 nm
Transistors
1 million
Density
7.8K / mm²
Die Size
128 mm²

Graphics Card

Release Date
Nov 13th, 1997
Generation
Console GPU
(Sony)
Production
End-of-life
Launch Price
299 USD

Clock Speeds

GPU Clock
53 MHz
Memory Clock
33 MHz

Memory

Memory Size
1 MB
Memory Type
SGRAM
Memory Bus
32 bit
Bandwidth
132.0 MB/s

Render Config

Pixel Shaders
2
Vertex Shaders
1
TMUs
3
ROPs
1

Theoretical Performance

Pixel Rate
53.00 MPixel/s
Vertex Rate
13.25 MVertices/s
Texture Rate
159.0 MTexel/s

Board Design

Length
270 mm
10.6 inches
Width
60 mm
2.4 inches
Height
188 mm
7.4 inches
Weight
1.40 kg (3.09 lbs)
TDP
10 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:
SCPH-700x = 1.4 kg (3.09 lbs), 9.5W / November 13th, 1997
SCPH-750x = 1.2 kg (2.65 lbs), 9.0W / January 23rd, 1999
SCPH-900x = 1.2 kg (2.65 lbs), 9.0W / June 1st, 1999
SCPH-10x = 0.56 kg (1.23 lbs), 6.5W / July 7th, 2000

GTE-2 GPU Notes

Handles display of graphics, control of framebuffer, and drawing of polygons and textures
Handles 2D graphics processing, in a similar manner to the 3D engine

RAM:
1 MB SGRAM for framebuffer
2 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
No line restriction
Colored light sourcing

Resolutions:
Progressive: 256×224 to 640×240 pixels
Interlaced: 256×448 to 640×480 pixels

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:
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:
1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation
256×256 maximum sprite size

Special sprite effects:
Rotation
Scaling up/down
Warping
Transparency
Fading
Priority
Vertical and horizontal line scroll

Oscillator readings:
"Geometry Transformation Engine" (GTE-2) clocked at 53.69 MHz
VRAM Memory clocked at 67.73 MHz from

Retail boards based on this design (4)

Name GPU Clock Memory Clock Other Changes
53 MHz 33 MHz
53 MHz 33 MHz
53 MHz 33 MHz
53 MHz 33 MHz 193 mm/7.6 inches
Jul 17th, 2024 02:25 EDT change timezone

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