autor: Emil Ronda
Emotion Engine. Konsole - PlayStation 2
Playstation 2 to kontynuatorka tradycji konsoli PSX. Godny reprezentant konsol na początku XXI w, najpopularniejsza konsola tego okresu.
W lutym 2003 r. Sony ogłosiło sprzedaż 40 milionów konsol PS2.
W tym czasie PS2 była w okresie swej świetności, GameCube nie podołał wielkości Sony, a Xbox Microsoftu powoli zaczął szokować grafiką, choć na pewno nie ilością sprzedanych konsol. Zaczęły też oblatywać świat pierwsze, dość skąpe informacje o PlayStation 3... ale to już zapewne inny rozdział w dziejach konsol.
Specyfikacja techniczna (zachowano oryginalną pisownię):
Emotion Engine
MIPS IV-subset
300 MHz (294.912 MHz)
128-bit integer SIMD
128-bit floating-point SIMD
24KB cache (16KB instruction + 8KB data)
16KB Scratch Pad RAM
Co-processor 1: FPU
Floating Point Multiply Accumulator (FMAC) x 1
Floating Point Divider (FDIV) x 1
8KB cache (4KB instruction + 4KB data)
Co-processor 2: VU0
Floating Point Multiply Accumulator (FMAC) x 4
Floating Point Divider (FDIV) x 1
8KB cache (4KB instruction + 4KB data)
Vector Processing Unit: VU1
Floating Point Multiply Accumulator (FMAC) x 5
Floating Point Divider (FDIV) x 2
32KB cache (16KB instruction + 16KB data)
450 Dhrystone 2.1 MIPS
6.2 GFLOPS
Geometry:
66 million polygons per second (peak)
38 million polygons per second (lighting)
36 million polygons per second (fog)
16 million polygons per second (curved surface generation)
Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
150 million pixels per second
DMA: 10 channels
Graphics Synthesizer (GS)
150 MHz (147.456 MHz)
16 pixel pipelines
2.4 gigapixels per second (no texture)
1.2 gigatexels per second
Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
Perspective-Correct Texture Mapping
Bump Mapping
Environment Mapping
32-bit Color (RGBA)
32-bit Z Buffer
4MB Multiported Embedded DRAM
38.4 gigabytes per second eDRAM bandwidth (19.2 GB/s in each direction)
9.6 gigabytes per second eDRAM texture bandwidth
150 million particles per second
Polygon Drawing Rate:
75 million polygons per second (small polygon)
50 million polygons per second (48-pixel quad with Z and Alpha)
30 million polygons per second (50-pixel triangle with Z and Alpha)
25 million polygons per second (48-pixel quad with Z, Alpha, and Texture)
18.75 million sprites per second (8 x 8 pixel sprites)
Emotion Engine to Graphics Synthesizer bus
64 bits wide
150 MHz
1.2 gigabytes per second bandwidth
Main Memory
32 Megabytes RAMBUS DRAM
32 bits wide (dual channel 16-bit)
400 MHz (800 MHz effective)
800 megabits per second per pin
3.2 gigabytes per second bandwidth
I/O Processor
based on PSone CPU
33.8688 MHz or 36.864 MHz (selectable)
2MB memory
USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA controller
Sound Chip
48 voices
2MB memory
Supports Dolby, AC3, and DTS output
Storage
4x DVD-ROM
DVD-5 disc format (4.7 gigabytes)
memory cards