scalman

PS2 jau 10 metu !

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Sukurta (redaguota)

 

 

 

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taigi lygiai pries 10 metu . 2000 kovo 4 ,Japonijoj debiutavo PS2 .iki siol tai geriausiai perkama visu laiku konsole kurios iki rugsejo 30d. 2009m. buvo parduota virs 140 mln. !!

 

Nuotrauka

Emotion Engine CPU

 

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Graphics Synthesizer GPU

 

 

 

 

* CPU: 64-bit "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors

o System Memory: 32 MB Direct Rambus or RDRAM

o Memory bus Bandwidth: 3.2 gigabytes per second

o Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).

o Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)

o Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.

+ VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things

# Parallel performs transformations in parallel in the same moment

# Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU

* Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle

* Stage 2: VU1 does colors, lights and effects per triangle)

+ VU1 typically used for polygon transformations, lighting and other visual based calculations

# Texture matrix able for 2 units (UV/ST)[35]

o Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)

+ FPU 0.64 gigaFLOPS

+ VU0 2.44 gigaFLOPS

+ VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)

o 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second

+ 3D CG Geometric transformations under curved surfaces: 16 million polygons per second

+ 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)

+ Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps

o Compressed Image Decoder: MPEG-2

o I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer

o Cache memory: Instruction: 16 KB, Data: 8 KB + 16 KB (ScrP)

 

* Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz

o Pixel pipelines: 16

o Video output resolution: variable from 256x224 to 1280x1024 pixels

o 4 MB Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)

+ Texture buffer bandwidth: 9.6 GB/s

+ Frame buffer bandwidth: 38.4 GB/s

o DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)

o Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)

o Dedicated connection to: Main CPU and VU1

o Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)

+ Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)

+ Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)

+ Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)

o GS effects: AAx2 (poly sorting required)[36], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)

o 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)[37]

* Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)

o Sound Memory: 2 MB

o Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels

o Sampling Frequency: 44.1 kHz or 48 kHz (selectable)

o Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II

* I/O Processor

o I/O Memory: 2 MB

o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)

o Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original PlayStation format games.

o Sub Bus: 32-bit

o Connection to: SPU and CD/DVD controller.

 

* Interfaces:

o 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)

o 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)

o Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor

o Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)

o FireWire (only in SCPH 10xxx – 3xxxx)

o Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.

o 2 USB 1.1 ports with an OHCI-compatible controller.

 

* Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read Gold Discs.

 

* Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Double-Layer). Later models (starting with SCPH-50000) are DVD+RW, and DVD-RW compatible.

Redagavo scalman

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Senas geras PS2, dar po siai dienai kartais ji trumpam isijungiu. :) 10 metu, o zaidimai visai playable yra :) long live ps2!

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Senas geras PS2, dar po siai dienai kartais ji trumpam isijungiu. :doh: 10 metu, o zaidimai visai playable yra ;) long live ps2!

tik zaisti ir zaisti dar su PS2, su next gen kartais nebuna ka veikti tikrai,ar pvz parodyt draugam,ar draugem ,zmonem kurie zino nuo senu geru laiku FF serija ,ar MGS,ar GT , ar kruva rpg,vaikam platformu ir pan.ant next gen to nerasi,ir jau deje niekas nekurs tokiu zaidimu,jie liks visam laikui su PS2.as siaip dar siemet zadu isigyti PS2 ir jam LCD ekrana,kad butu toks kaip ir portable biski,na namie,o del zaidimu tai as neturiu kartais ka losti ant next gen gal,bet ant PS2 visada yra ka losti.kad ir tuos pacius zaidimus,tas nesvarbu jie vel zaidziasi labai gerai ir maloniai.ir dar zaisis ilgai,na kol kokia nauja sony portable konsole neemuliuos ps2 zaidimu.

be to zmonem kurie nera tokie geimeriai kaip mes,jie labiau noretu pamatyti kaip yra zaidziami tie jau klasika tape ps2 hitai.,bet jime visiskai nera idomus tie nauji net gen shooteriai.

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