PlayStation technical specifications#Graphics processing unit (GPU)

{{short description|Overview of the technical specifications of the PlayStation}}

{{About|the technical specifications of Sony's original PlayStation console|technical specifications of Sony's later home consoles|#See also}}

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The PlayStation technical specifications describe the various components of the original PlayStation video game console.

Central processing unit (CPU)

LSI CoreWare CW33300-based core{{Cite web|url=http://patpend.net/technical/psx/LSI.htm|title=FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip|access-date=2016-10-05|archive-date=2019-07-23|archive-url=https://web.archive.org/web/20190723220136/https://patpend.net/technical/psx/LSI.htm|url-status=live}}

  • MIPS R3000A-compatible 32-bit RISC CPU MIPS R3051 with 5 KB L1 cache, running at 33.8688 MHz.{{cite magazine|title=Sony's PlayStation Debuts in Japan!|magazine=Electronic Gaming Monthly|issue=65|publisher=Sendai Publishing|date=December 1994|page=70}}
  • The microprocessor was manufactured by LSI Logic Corp. with technology licensed from SGI.
  • Features:
  • Initial feature size (process node) was 0.5 micron (500 nm).{{cite web | url=http://patpend.net/technical/psx/LSI.htm | title=FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip | publisher=FastForward | access-date=29 January 2014 | archive-date=23 July 2019 | archive-url=https://web.archive.org/web/20190723220136/https://patpend.net/technical/psx/LSI.htm | url-status=live }}
  • 850k – 1M transistors{{cite magazine|title=LSI Builds Custom CPU for Sony PlayStation|magazine=Microprocessor Report|issue=9|volume=8|publisher=MicroDesign Resources|date=July 11, 1994|url=https://websrv.cecs.uci.edu/~papers/mpr/MPR/ARTICLES/080902.pdf|access-date=September 17, 2024|archive-date=September 17, 2024|archive-url=https://web.archive.org/web/20240917121534/https://websrv.cecs.uci.edu/~papers/mpr/MPR/ARTICLES/080902.pdf|url-status=live}}
  • Operating performance: 30 MIPS{{cite magazine|title=Inside the PlayStation |magazine=Next Generation|issue=6|publisher=Imagine Media|date=June 1995|page=51|url=https://archive.org/details/nextgen-issue-006}}
  • Bus bandwidth 132 MB/s{{cite magazine|title=Tech Specs: Sony PlayStation|magazine=Next Generation|issue=12|publisher=Imagine Media|date=December 1995|page=40}}
  • One arithmetic/logic unit (ALU)
  • One shifter
  • CPU cache RAM:
  • KB instruction cache
  • 1 KB data cache configured as a scratchpad{{cite book|title=Net Yaroze User Guide|publisher=Sony Computer Entertainment Inc|date=February 1997|page=14}}

Geometry Transformation Engine (GTE)

  • Coprocessor that resides inside the main CPU processor, giving it additional vector math instructions used for 3D graphics, lighting, geometry, polygon and coordinate transformations{{snd}} GTE performs high-speed matrix multiplications.
  • Operating performance: 66 MIPS
  • Uses fixed point arithmetic, different operations used different representations[https://psx.arthus.net/sdk/Psy-Q/DOCS/TRAINING/FALL96/gte.pdf PlayStation Developer Seminar / Fall ‘96 / GTE & Advanced Graphics]
  • Polygons per second (rendered in hardware):
  • 90,000 with texture mapping, lighting and Gouraud shading{{Citation needed|date=May 2016}}
  • 180,000 with texture mapping{{cite web|url=http://www.stuff.tv/playstation/hall-fame-sony-playstation/feature|title=Hall of Fame: Sony PlayStation, the games console that changed everything|author=Karl Hodge}}
  • 360,000{{cite magazine|title=Sony PlayStation|magazine=GamePro|issue=72 |publisher=IDG|date=September 1994|page=20}} with flat shading

Motion Decoder (MDEC)

  • Also residing within the main CPU, enables full screen, high quality FMV playback and is responsible for decompressing images and video into VRAM.
  • Operating performance: 80 MIPS
  • Documented device mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB macroblock.
  • Output data may be transferred directly to GPU via DMA.
  • It is possible to overwrite IDCT matrix and some additional parameters, however MDEC internal instruction set was never documented.
  • It is directly connected to a CPU bus.

System Control Coprocessor (Cop0){{Citation needed|date=May 2016}}

  • This unit is part of the CPU. Has 16 32-bit control registers.
  • Modified from the original R3000A cop0 architecture, with the addition of a few registers and functions.
  • Controls memory management through virtual memory technique, system interrupts, exception handling, and breakpoints.

Memory

  • MiB main EDO DRAM
  • Additional RAM is integrated with the GPU (including a 1 MB framebuffer) and SPU (512 KB), see below for details.
  • Cache RAM for CPU core and CD-ROM. See the relevant sections for details.
  • Flash RAM support through the use of memory cards, see below.
  • BIOS stored on 512 KB ROM

Graphics processing unit (GPU)

32-bit Sony GPU (designed by Toshiba){{Cite web|url=https://www.computer.org/publications/tech-news/chasing-pixels/is-it-time-to-rename-the-gpu|title=Is it Time to Rename the GPU? | IEEE Computer Society|access-date=2019-07-18|archive-date=2023-10-12|archive-url=https://web.archive.org/web/20231012040246/https://www.computer.org/publications/tech-news/chasing-pixels/is-it-time-to-rename-the-gpu/|url-status=live}}

  • Handles display of graphics, control of framebuffer, and drawing of polygons and textures{{Citation needed|date=May 2016}}
  • Handles 2D graphics processing, in a similar manner to the 3D engine{{Citation needed|date=May 2016}}
  • RAM:{{Citation needed|date=May 2016}}
  • 1 MB VRAM (later models contained SGRAM) for framebuffer
  • KB texture cache (132{{nbsp}}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:{{cite magazine |title=Sony PlayStation|magazine=Next Generation|issue=24 |publisher=Imagine Media|date=December 1996|page=50}}
  • 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{{Citation needed|date=May 2016}}
  • 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects{{Citation needed|date=May 2016}}
  • Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation{{Cite web|url=https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/|title=NEXT Generation Issue #1 January 1995|date=January 1995}}
  • 256×256 maximum sprite size
  • Special sprite effects:
  • Rotation
  • Scaling up/down
  • Warping
  • Transparency
  • Fading
  • Priority
  • Vertical and horizontal line scroll
  • Pixel fillrate (theoretical maximum):{{Cite web |title=GPU Rendering Timings - PlayStation Development Network |url=https://www.psxdev.net/forum/viewtopic.php?t=4141 |access-date=2025-01-10 |website=www.psxdev.net}}
  • 66 MPixel/s flat shaded polygons
  • 33 MPixel/s Gouraud shaded polygons
  • 33 MPixel/s for textured polygons with optional Gourard shading
  • Actual fill rate is lower due to polygon overhead or texture cache misses

Sound processing unit (SPU)

16-bit Sony SPU

I/O system and connectivity

CD-ROM drive

  • 660{{nbsp}}MB maximum storage capacity, double speed (CLV) CD-ROM drive
  • 2×, with a maximum data throughput of 300 KB/s (double speed), 150{{nbsp}}KB/s (normal)
  • 32 KB data buffer{{cite web |title=Nocash PSXSPX Playstation Specifications - CDROM - Response/Data Queueing |url=http://problemkaputt.de/psx-spx.htm#cdromresponsedataqueueing |access-date=2023-05-21 |archive-date=2015-10-22 |archive-url=https://web.archive.org/web/20151022221601/http://problemkaputt.de/psx-spx.htm#cdromresponsedataqueueing |url-status=live }}
  • XA Mode 2 compliant
  • Audio CD play
  • CD-DA (CD-Digital Audio)
  • Rated for 70,000 seek operations{{Cite web|url=https://all-things-andy-gavin.com/2011/02/06/making-crash-bandicoot-part-5/|title=Making Crash Bandicoot – part 5|date=6 February 2011|access-date=29 May 2019|archive-date=13 March 2011|archive-url=https://web.archive.org/web/20110313232731/http://all-things-andy-gavin.com/2011/02/06/making-crash-bandicoot-part-5/|url-status=live}}

Two control pads via connectors

  • Expandable with multitap connector

Backup flash RAM support

  • Two removable cards
  • Each card has 128 KB flash memory
  • OS support for File Save, Retrieve and Remove
  • Some games (like "Music 2000") can use Memory Cards as main RAM, to store data for real time processing, bypassing the 2MB RAM limit.{{Citation needed|reason=Online descriptions of Music 2000 only describe writing and reading data to the Memory Card in the usual fashion|date=January 2025}}

Video and audio connectivity

Serial and parallel ports

Power input

  • 100 V AC (NTSC-J); 120 V AC (NTSC-U/C); or 220–240 V AC (PAL)
  • 7.5 V DC 2 A (PSone only)

See also

References

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