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 |
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 |
Name | GPU Clock | Memory Clock | Other Changes |
---|---|---|---|
Sony Playstation SCPH-700x GPU
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53 MHz | 33 MHz | |
53 MHz | 33 MHz | ||
53 MHz | 33 MHz | ||
53 MHz | 33 MHz | 193 mm/7.6 inches |