PlayStation technical specifications
The PlayStation technical specifications describe the various components of the original PlayStation video game console.
Central processing unit (CPU)
LSI CoreWare CW33000-based core- MIPS R3000A-compatible 32-bit Reduced [instruction set computer|RISC] CPU MIPS R3051 with 5 KB L1 cache, running at 33.8688 MHz.
- The microprocessor was manufactured by LSI Logic Corp. with technology licensed from SGI.
- Features:
- * Initial feature size was 0.5 micron.
- * 850k – 1M transistors
- * Operating performance: 30 MIPS
- * Bus bandwidth 132 MB/s
- * One arithmetic/logic unit
- * One shifter
- CPU cache RAM:
- * 4 KB instruction cache
- * 1 KB data cache configured as a scratchpad
- Coprocessor that resides inside the main CPU processor, giving it additional vector math instructions used for 3D graphics, lighting, geometry, polygon and coordinate transformations – GTE performs high-speed matrix multiplications.
- Operating performance: 66 MIPS
- Uses fixed point arithmetic, different operations used different representations
- Polygons per second :
- * 90,000 with texture mapping, lighting and Gouraud shading
- * 180,000 with texture mapping
- * 360,000 with flat shading
- 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.
- 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
- 2 MiB main EDO DRAM
- Additional RAM is integrated with the GPU and SPU, 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- 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 VRAM for framebuffer
- * 2 KB texture cache
- * 64 bytes FIFO buffer
- Features:
- * Adjustable framebuffer
- * Emulation of simultaneous backgrounds
- * Mask bit
- * Texture window
- * Dithering
- * Clipping
- * Alpha blending
- * 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
- * 57,344 to 153,600 colors on screen
- * Unlimited color lookup tables
- * 32 levels of transparency
- * All calculations are performed to 24 bit accuracy
- Texture mapping color mode:
- * Mode 4: 4-bit CLUT
- * Mode 8: 8-bit CLUT
- * Mode 15: 15-bit direct
- * Mode 24: 24-bit
- Sprite engine
- * 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
- * Up to 4,000 sprites on screen, scaling and rotation
- * 256×256 maximum sprite size
- Special sprite effects:
- * Rotation
- * Scaling up/down
- * Warping
- * Transparency
- * Fading
- * Priority
- * Vertical and horizontal line scroll
- Pixel fillrate :
- * 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- Supports ADPCM sources with up to 24 channels
- Sampling rate of up to 44.1 kHz
- 512 KB RAM
- PCM audio source
- Supports MIDI sequencing
- Digital effects include:
- * Pitch modulation
- * Envelope
- * Looping
- * Digital reverb
I/O system and connectivity
CD-ROM drive- 660MB maximum storage capacity, double speed CD-ROM drive
- 2×, with a maximum data throughput of 300 KB/s, 150KB/s
- 32 KB data buffer
- XA Mode 2 compliant
- Audio CD play
- CD-DA
- Rated for 70,000 seek operations
- Expandable with multitap connector
- Two removable cards
- Each card has 128 KB flash memory
- OS support for File Save, Retrieve and Remove
- Some games can use Memory Cards as main RAM, to store data for real time processing, bypassing the 2MB RAM limit.
Serial and parallel ports
Power input
- 100 V AC ; 120 V AC ; or 220–240 V AC
- 7.5 V DC 2 A