Name | Chip | Memory | Shaders | TMUs | ROPs | GPU Clock | Memory Clock |
---|---|---|---|---|---|---|---|
CXD2953AGB | 4 MB | 16 / 2 | 8 | 16 | 147 MHz | 150 MHz |
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) |