Playstation 2: SCPH-3000x SCPH-3500x SCPH-3700x SCPH-3900x SCPH-5000x Playstation 2 Slim: SCPH-700xx |
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 16 pixel pipelines clocked @ 147.456 MHz - 16 pixel pipelines can perform untextured @ 2.352 GPixel/s (8 pixel pipelines can perform texturing @ 1.176 GPixel/s) (bilinear), +(8 pixel pipelines can perform texturing @ 1.176 GTexel/s) (bilinear). 2 parallel vertex pipelines clocked @ 294.912 MHz 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 Peak pixel fillrate: 2.352 GPixel/s (with no texture, flat shaded) (147.456 MHz × 16 Shaders) 1.176 GPixel/s (Z-buffer, alpha, and texture shaders) (147.456 MHz × 8 Shaders) 1.176 GPixel/s (with 1 texture (diffuse map), Gouraud shaded) (147.456 MHz × 8 Shaders) 0.588 GPixel/s (with 2 textures (diffuse map and specular, alpha, or other), Gouraud shaded) (147.456 MHz × 4 Shaders) Peak Texture fillrate: 1.176 GTexel/s (147.456 MHz × 8 Shaders) Sprite drawing rate: 18.75 million/s (147.456 MHz × 8 × 8 Shaders) 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: 0.294 GPixel/s (0.294 GPixel/s ÷ 32 Shaders = 9.375m triangles/s lost every four passes) |
Name | GPU Clock | Memory Clock | Other Changes |
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147 MHz | 150 MHz | ||
Sony Playstation 2 SCPH-7000x GPU
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147 MHz | 150 MHz | 230 mm/9.1 inches |