This might make it more fun..
This graph is just of the CPU and not the Extra Vector units. With them it could TRIPLE. Go here for the link to it
http://www.ps2web.com/hardware/tech-11-5.shtml Now the PSX2 GS has been hardly been used and the
Co-processor1: FPU (FMAC x 1, FDIV x 1), Micro Memory (I:4KB D:4KB)
Co-processor2: VU0 (FMAC x 4, FDIV x 1), Micro Memory (I:4KB D:4KB)
Vector Processing Unit VU1 (FMAC x 5, FDIV x
There co-processors and are not NEEDED in making Games. They Have'nt been used YET..
When there are u will be seeing some Wicked ****.
Psx2 allready has games rendering around 9 million polygons and its just been released in japan. The psx2 is Upgradable. So theres nothing stopping sony or anyother developers from making a Graphics enhancer to compete with the X-box or PCs..
PS, U guys ARE SO LAME.. To argue about My speeling HAHAHAH man what losers.. Ohh no i'm not spelling probley.. ohh no what shall i do.
IDIOTS
just read
TOKYO, March 2, 1999 – Sony Computer Entertainment Inc. is pleased to announce the co-development with Toshiba Corp. of the 128 bit CPU ("EE" or "Emotion Engine ™") for use in the next generation of PlayStationÒ . In order to process massive multimedia information at the fastest possible speeds, data bus, cache memory as well as all registers are 128 bits; this is integrated on a single chip LSI together with the state of the art 0.18 micron process technology. The development of a full 128 bit CPU is the first of its kind in the world.
Not only will this new CPU have application for games, but it will be the core media processor for future digital entertainment applications, and has a vastly superior floating point calculation capability compared to the latest personal computers. The new CPU incorporates two 64 bit integer units (IU) with a 128 bit SIMD multimedia command unit, two independent floating point vector calculation units (VU0, VU1), an MPEG 2 decoder circuit (Image Processing Unit/IPU) and high performance DMA controllers onto one silicon chip. The massive combined performance of this CPU permits complicated physical calculation, NURBS curved surface generation and 3D geometric transformations, which are difficult to perform in real time with PC CPUs performed at high speeds.
In addition, by processing the data at 128 bits on one chip, it is possible to process and transfer massive volumes of multimedia data. CPUs on conventional PCs have a basic data structure of 64 bits, with only 32 bits on recent game consoles. The main memory supporting the high speed CPU uses the Direct RambusÒ DRAM in two channels to achieve a 3.2 GB/second bus bandwidth. This equates to four times the performance of the latest PCs that are built on the PC-100 architecture.
By incorporating the MPEG 2 decoder circuitry on one chip, it is now possible to simultaneously process high-resolution 3D graphics data at the same time as high quality DVD images. The combination of the two allows the introduction of a new approach to digital entertainment and real-time graphics and audio processing.
With a floating point calculation performance of 6.2 GFLOPS/second, the overall calculation performance of this new CPU matches that of a super computer. When this is applied to the processing of geometric and perspective transformations normally used in the calculation of 3D computer graphics (3DCG), the peak calculation performance reaches 66 million polygons per second. This performance is comparable with that of high-end graphics workstations (GWS) used in motion picture production.
March 2, 1999 – Sony Computer Entertainment has developed the Graphics Synthesizer for the next generation PlayStation® incorporating a massively parallel rendering engine that contains a 2,560 bit wide data bus that is 20 times the size of leading PC-based graphics accelerators. Very high pixel fill rates and drawing performance is achieved only through the use of embedded DRAM process technology pioneered by SCE for use in advanced graphics technology.
The current PlayStation introduced the concept of the Graphics Synthesizer via the real-time calculation and rendering of a 3D object. This new GS rendering processor is the ultimate incarnation of this concept – delivering unrivaled graphics performance and capability. The rendering function was enhanced to generate image data that supports NTSC/PAL television, High Definition Digital TV and VESA output standards. The quality of the resulting screen image is comparable to movie-quality 3D graphics in real time.
In the design of graphics systems, the rendering capability is defined by the memory bandwidth between the pixel engine and the video memory. Conventional systems use external VRAM reached via an off-chip bus that limits the total performance of the system. However in the case of the new GS, there is a 48-gigabyte memory access bandwidth achieved via the integration of the pixel logic and the video memory on a single high performance chip. This allows orders of magnitude greater pixel fill rate performance compared to today’s best PC-based graphics accelerators.
When rendering small polygons, the peak drawing capacity is 75 million polygons per second and the system can render 150 million particles per second. With this large drawing capability, it is possible to render a movie-quality image. With Z buffering, textures, lighting and alpha blending (transparency), a sustained rate of 20 million polygons per second can be drawn continuously.
This new architecture can also execute recursive multi-pass rendering processing and filter operations at a very fast speed without the assistance of the main CPU or main bus access. In the past, this level of real-time performance was only achieved when using very expensive, high performance, dedicated graphics workstations. However, with the design of the new Graphics Synthesizer, this high quality image is now available for in-home computer entertainment applications. This will help accelerate the convergence of movies, music and computer technology into a new form of digital entertainment.
Graphics Synthesizer – Features and General Specifications:
GS Core: Parallel Rendering Processor with embedded DRAM
Clock Frequency: 150 MHz
No. of Pixel Engines: 16 (in Parallel)
Embedded DRAM: 4 MB of multi-port DRAM (Synced at 150MHz)
Total Memory Bandwidth: 48 gigabytes per second
Combined Internal Data Bus Bandwidth: 2,560 bit
Read: 1,024 bit
Write: 1,024 bit
Texture: 512 bit
Display Color Depth: 32 bit (RGBA: 8 bits each)
Z Buffering: 32 bit
Rendering Functions: Texture Mapping, Bump Mapping, Fogging, Alpha Blending, Bi- and Tri-Linear Filtering, MIPMAP, Anti-aliasing, Multi-pass Rendering
Rendering Performance
Pixel Fill Rate: 2.4 giga pixel per second (with Z buffer and Alphablend enabled), 1.2 giga pixel per second (with Z buffer, Alpha and Texture)
Particle Drawing Rate: 150 million/sec
polygon), 50 million/sec (48 pixel quad with Z and A), 30 million/sec (50 pixel triangle with Z and A), 25 million/sec (48 pixel quad with Z, A and T)
Polygon Drawing Rate: 75 million/sec (small Sprite Drawing Rate: 18.75 million (8 x 8 pixels)
Display Output
NTSC/PAL
Digital TV (DTV)
VESA (maximum 1280 x 1024 pixels)
Silicon Process Technology: 0.25 4-level metal
Total Number of Transistors: 43 million
Die Size: 279 mm2
Package Type: 384 pin BGA
facts will win, Not opinions
[This message has been edited by nathan (edited 03-17-2000).]
[This message has been edited by nathan (edited 03-17-2000).]