PlayStation 2 technical specifications

Last updated
An SCPH-10000 motherboard PS2 GH-001 Motherboard.png
An SCPH-10000 motherboard
An SCPH-30001 motherboard PS2-SCPH-30001-Motherboard.jpg
An SCPH-30001 motherboard
An SCPH-39001 Motherboard SCPH-39001 Motherboard (PS2 GH-019).png
An SCPH-39001 Motherboard
An SCPH-70001 motherboard Sony-PlayStation2-SCPH-70001-Motherboard-Top.jpg
An SCPH-70001 motherboard
An SCPH-79001 motherboard Scph79001 mb.jpg
An SCPH-79001 motherboard

The PlayStation 2 technical specifications describe the various components of the PlayStation 2 (PS2) video game console.

Contents

Overview

The sixth-generation hardware of the PlayStation 2 video game console consists of various components. At the heart of the console's configuration is its central processing unit (CPU), a custom RISC processor known as the Emotion Engine which operates at 294.912  MHz (299 MHz in later consoles). The CPU heavily relies on its integration with two vector processing units, known as VPU0 and VPU1, the Graphics Synthesizer, and a floating-point unit (FPU) in order to render 3D graphics. Other components, such as the system's DVD-ROM optical drive and DualShock 2 controller, provide the software and user control input.

PlayStation 2 software is distributed on CD-ROM and DVD-ROM. In addition, the console can play audio CDs and DVD movies, and is backwards compatible with original PlayStation games. This is accomplished through the inclusion of the original PlayStation's CPU which also serves as the PS2's I/O processor, clocked at 36.864 MHz in PS2 mode. [1] The PS2 also supports full functionality with the original PlayStation memory cards and controllers. The PS2's DualShock 2 controller is an upgraded version of the PlayStation's DualShock with analog face, shoulder and D-pad buttons replacing the digital buttons of the original. [2] Like its predecessor, the DualShock 2 controller features force feedback technology.

The standard PlayStation 2 memory card has an 8  MB capacity and uses Sony's MagicGate encryption. This requirement prevented the production of memory cards by third parties who did not purchase a MagicGate license. Memory cards without encryption can be used to store PlayStation game saves, but PlayStation games would be unable to read from or write to the card  such a card could only be used as a backup. There are a variety of non-Sony manufactured memory cards available for the PlayStation 2, allowing for a larger memory capacity than the standard 8 MB. However their use is unsupported and compatibility is not guaranteed. These memory cards can have up to 128 MB storage space.

The console also features USB and IEEE 1394 expansion ports. Compatibility with USB and IEEE 1394 devices is dependent on the software supporting the device. For example, the PS2 BIOS will not boot an ISO image from a USB flash drive or operate a USB printer, as the machine's operating system does not include this functionality. By contrast, Gran Turismo 4 and Tourist Trophy are programmed to save screenshots to a USB mass storage device and print images on certain USB printers. A PlayStation 2 HDD can be installed via the expansion bay in the back of the console, and was required to play certain games, notably the popular Final Fantasy XI . [3]

Central processing unit

Emotion Engine CPU as found in the SCPH-7000x CXD9708GB 01.jpg
Emotion Engine CPU as found in the SCPH-7000x
The combined EE+GS+RDRAM+DRAM found in the SCPH-7900x and SCPH-9000x series Scph79001 eegeram.jpg
The combined EE+GS+RDRAM+DRAM found in the SCPH-7900x and SCPH-9000x series
The ASIC from the SCPH-90001 (CXD2976GB) shaved down to show the EE+GS+RDRAM+DRAM silicon Scph 90001 asic uncovered.jpg
The ASIC from the SCPH-90001 (CXD2976GB) shaved down to show the EE+GS+RDRAM+DRAM silicon

Interfaces

Performance

System memory

Graphics processing unit

Graphics Synthesizer as found in SCPH-390xx SCPH39000-GS.JPG
Graphics Synthesizer as found in SCPH-390xx

GS effects include: Dot3 bump mapping (normal mapping), [31] [21] mipmapping, spherical harmonic lighting, [32] alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), [9] bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling.

Audio

I/O processor (IOP)

Connectivity

^† Standard RGB mode only allows interlaced modes up to 480i (NTSC) and 576i (PAL) and progressive modes up to 240p. A display or adapter capable of sync on green (RGsB) is necessary for higher modes. Furthermore, the PS2's Macrovision copy protection isn't compatible with either RGB mode, and thus DVDs cannot be played with RGB. However, motherboard modifications have been known to bypass these issues.
^†† VGA connector is only available for progressive-scan supported games, homebrew-enabled systems, and Linux for PlayStation 2, and requires a monitor that supports RGsB, or "sync on green" signals.
^††† Contrary to popular belief, the PS2's YPBPR/component output does fully support 240p outputs, including games from the original PlayStation. However, 240p isn't part of the YPBPR standard, and thus not all TVs and HDTVs support it. Upscaling can be used as a workaround.

Optical disc drive

See also

Related Research Articles

Direct memory access (DMA) is a feature of computer systems that allows certain hardware subsystems to access main system memory independently of the central processing unit (CPU).

Rambus DRAM (RDRAM), and its successors Concurrent Rambus DRAM (CRDRAM) and Direct Rambus DRAM (DRDRAM), are types of synchronous dynamic random-access memory (SDRAM) developed by Rambus from the 1990s through to the early 2000s. The third-generation of Rambus DRAM, DRDRAM was replaced by XDR DRAM. Rambus DRAM was developed for high-bandwidth applications and was positioned by Rambus as replacement for various types of contemporary memories, such as SDRAM.

<span class="mw-page-title-main">DECstation</span> DEC brand of computers

The DECstation was a brand of computers used by DEC, and refers to three distinct lines of computer systems—the first released in 1978 as a word processing system, and the latter two both released in 1989. These comprised a range of computer workstations based on the MIPS architecture and a range of PC compatibles. The MIPS-based workstations ran ULTRIX, a DEC-proprietary version of UNIX, and early releases of OSF/1.

<span class="mw-page-title-main">Atari Falcon</span> 1992 personal computer

The Atari Falcon030, released in 1992, is the final personal computer from Atari Corporation. A high-end model of the Atari ST line, the machine is based on a Motorola 68030 CPU and a Motorola 56001 digital signal processor, which distinguishes it from most other microcomputers of the era. It includes a new VIDEL programmable graphics system which greatly improves graphics capabilities.

<span class="mw-page-title-main">Emotion Engine</span> Central processing unit by Sony Computer Entertainment and Toshiba

The Emotion Engine is a central processing unit developed and manufactured by Sony Computer Entertainment and Toshiba for use in the PlayStation 2 video game console. It was also used in early PlayStation 3 models sold in Japan and North America to provide PlayStation 2 game support. Mass production of the Emotion Engine began in 1999 and ended in late 2012 with the discontinuation of the PlayStation 2.

The PowerPC 400 family is a line of 32-bit embedded RISC processor cores based on the PowerPC or Power ISA instruction set architectures. The cores are designed to fit inside specialized applications ranging from system-on-a-chip (SoC) microcontrollers, network appliances, application-specific integrated circuits (ASICs) and field-programmable gate arrays (FPGAs) to set-top boxes, storage devices and supercomputers.

<span class="mw-page-title-main">Rendition, Inc.</span>

Rendition, Inc., was a maker of 3D computer graphics chipsets in the mid to late 1990s. They were known for products such as the Vérité 1000 and Vérité 2x00 and for being one of the first 3D chipset makers to directly work with Quake developer John Carmack to make a hardware-accelerated version of the game (vQuake). Rendition's major competitor at the time was 3Dfx. Their proprietary rendering APIs were Speedy3D and RRedline.

<span class="mw-page-title-main">Xenos (graphics chip)</span> GPU used in the Xbox 360

The Xenos is a custom graphics processing unit (GPU) designed by ATI, used in the Xbox 360 video game console developed and produced for Microsoft. Developed under the codename "C1", it is in many ways related to the R520 architecture and therefore very similar to an ATI Radeon X1800 XT series of PC graphics cards as far as features and performance are concerned. However, the Xenos introduced new design ideas that were later adopted in the TeraScale microarchitecture, such as the unified shader architecture. The package contains two separate dies, the GPU and an eDRAM, featuring a total of 337 million transistors.

The GScube was a hardware tool released by Sony intended for use in CGI production houses consisting of a custom variant of sixteen PlayStation 2 motherboards running in parallel. The PlayStation 2 (PS2) is a video game console that was manufactured by Sony Computer Entertainment. It was released on March 4, 2000, in Japan followed by North America and Europe later the same year. It was unveiled that same year at SIGGRAPH; the name "GSCube" is short for Graphics Synthesizer Cube. It was used for two projects, Final Fantasy: The Spirits Within and the film incarnation of Resident Evil.

<span class="mw-page-title-main">RSX Reality Synthesizer</span> GPU for the PlayStation 3

The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) codeveloped by Nvidia and Sony for the PlayStation 3 game console. It is based on the Nvidia 7800GTX graphics processor and, according to Nvidia, is a G70/G71 hybrid architecture with some modifications. The RSX has separate vertex and pixel shader pipelines. The GPU makes use of 256 MB GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.3 GHz and up to 224 MB of the 3.2 GHz XDR main memory via the CPU . Although it carries the majority of the graphics processing, the Cell Broadband Engine, the console's CPU, is also used complementarily for some graphics-related computational loads of the console.

<span class="mw-page-title-main">Xenon (processor)</span> CPU used in the Xbox 360

Microsoft XCPU, codenamed Xenon, is a CPU used in the Xbox 360 game console, to be used with ATI's Xenos graphics chip.

The AAA chipset was intended to be the next-generation Amiga multimedia system designed by Commodore International. Initially begun as a secret project, the first design discussions were started in 1988, and after many revisions and redesigns the first silicon versions were fabricated in 1992–1993. The project was stymied in 1993 based on a lack of funds for chip revisions.

<span class="mw-page-title-main">GeForce 9 series</span> Series of GPUs by Nvidia

The GeForce 9 series is the ninth generation of Nvidia's GeForce line of graphics processing units, the first of which was released on February 21, 2008. The products are based on an updated Tesla microarchitecture, adding PCI Express 2.0 support, improved color and z-compression, and built on a 65 nm process, later using 55 nm process to reduce power consumption and die size.

The PowerPC e600 is a family of 32-bit PowerPC microprocessor cores developed by Freescale for primary use in high performance system-on-a-chip (SoC) designs with speed ranging over 2 GHz, thus making them ideal for high performance routing and telecommunications applications. The e600 is the continuation of the PowerPC 74xx design.

<span class="mw-page-title-main">PlayStation 2</span> Home video game console system by Sony

The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 30 November 2000. It is the successor to the PlayStation (console), as well as the second installment in the PlayStation brand of consoles. As a sixth-generation console, it competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox. It is the best-selling video game console of all time, having sold over 155 million units worldwide, nearly triple the combined sales of the Dreamcast, GameCube, and Xbox.

<span class="mw-page-title-main">Gekko (processor)</span> CPU for the GameCube

Gekko is a superscalar out-of-order 32-bit PowerPC microprocessor custom-made by IBM in 2000 for Nintendo to use as the CPU in their sixth generation game console, the GameCube, and later the Triforce Arcade Board.

<span class="mw-page-title-main">PlayStation Portable hardware</span> Overview about the hardware of the PlayStation Portable

The PlayStation Portable's hardware consists of the physical components of the PlayStation Portable (PSP) and its accessories.

<span class="mw-page-title-main">InfiniteReality</span> Graphics subsystem by Silicon Graphics

InfiniteReality refers to a 3D graphics hardware architecture and a family of graphics systems that implemented the aforementioned hardware architecture that was developed and manufactured by Silicon Graphics from 1996 to 2005. The InfiniteReality was positioned as Silicon Graphics' high-end visualization hardware for their MIPS/IRIX platform and was used exclusively in their Onyx family of visualization systems, which are sometimes referred to as "graphics supercomputers" or "visualization supercomputers". The InfiniteReality was marketed to and used by large organizations such as companies and universities that are involved in computer simulation, digital content creation, engineering and research.

<span class="mw-page-title-main">Xbox technical specifications</span>

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

<span class="mw-page-title-main">PlayStation technical specifications</span> Overview of the technical specifications of the PlayStation

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

References

  1. Stuart, Keith (12 December 2013). "PS4 and Xbox One: so why aren't they backwards compatible?". the Guardian. Archived from the original on 14 June 2015.
  2. "Dual Shock 2 Review". IGN. September 27, 2001. Archived from the original on 2011-05-15. Retrieved February 7, 2011. The biggest difference between the Dual Shock 2 and the original… all of the buttons and even the digital pad offer analog support. This means that the d-pad, the four face buttons and the four shift buttons are all pressure-sensitive and have 255 degrees of sensitivity. It is also worth noting that the Dual Shock 2 is a bit lighter than the original Dual Shock because it appears to have less in the way of gears for the vibration function of the controller.
  3. "Final Fantasy XI Review for PlayStation 2 – GameSpot". Uk.gamespot.com. March 23, 2004. Archived from the original on July 21, 2011. Retrieved November 11, 2010.
  4. John L. Hennessy and David A. Patterson. "Computer Architecture: A Quantitative Approach, Third Edition". ISBN   1-55860-724-2
  5. Keith Diefendorff. "Sony's Emotionally Charged Chip". Microprocessor Report, Volume 13, Number 5, April 19, 1999. Microdesign Resources.
  6. 1 2 3 Hennessy, John L.; Patterson, David A. (29 May 2002). Computer Architecture: A Quantitative Approach (3 ed.). Morgan Kaufmann. ISBN   978-0-08-050252-6 . Retrieved 9 April 2013.
  7. Sony Interactive Entertainment sie.com [ dead link ]
  8. "ソニー、65nm対応の半導体設備を導入。3年間で2,000億円の投資". pc.watch.impress.co.jp. Archived from the original on 2016-08-13.
  9. 1 2 3 4 5 6 "Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example.
  10. "Emotion". Kim L. Vu. Archived from the original on 14 June 2012. Retrieved 7 July 2011.
  11. "Aaron D Lanterman" (PDF). users.ece.gatech.edu. Archived (PDF) from the original on 2014-10-24.
  12. "Archived copy" (PDF). Archived (PDF) from the original on 2016-09-19. Retrieved 2016-02-07.{{cite web}}: CS1 maint: archived copy as title (link)
  13. "Vector Unit Architecture for Emotion Synthesis". Archived from the original on May 10, 2018. Retrieved April 26, 2017.
  14. "Designing and Programming the Emotion Engine" (PDF). Archived (PDF) from the original on April 28, 2017. Retrieved April 26, 2017.
  15. 1 2 3 "Inside the Playstation 2". philvaz.com. Archived from the original on March 4, 2011. Retrieved July 1, 2011.
  16. Malice PS2 Q&A See second question.
  17. 1 2 Amon Ra Prototype
  18. Coding Secrets/Game Hut See Coding Secrets video on PS2's poly count and particle effects.
  19. "Archived copy". Archived from the original on 2014-10-06. Retrieved 2014-09-30.{{cite web}}: CS1 maint: archived copy as title (link)
  20. Reaching for the Limits of PS2 Performance See pages 15 & 18, also, for an example of the default setup including sending textures, stored into main RAM at load up, to the GS, via the GIF.
  21. 1 2 3 4 5 6 PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31.
  22. MDK2 Armageddon Chat Transcript "DavidBioWare What we've found since then is that the PS2 has enough bus bandwidth to transfer each texture from main memory to video memory as it's needed. That's on the order to 100s of Mb per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. No other machine I've used does, including any PC or the Dreamcast. We had to reorient our thinking after that. :) So now we have almost more texture memory than we know what to do with."
  23. 1 2 Sony's Emotionally Charged Chip See pages 1, 2 & 4
  24. 1 2 PS2 Dev Wiki - IOP
  25. Introducing PS2 to PC programmers See pg.10 for IOP/SPU2 block
  26. PS2 Dev Wiki - SPU2
  27. "GS Mode Selector: Development & Feedback". psx-scene.com. Archived from the original on 2014-12-03.
  28. 1 2 3 4 5 6 GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures.
  29. GS User's Manual Supplement. See chapter 1.4 about texturing via the DRAM & pixel engines.
  30. Using the Z Buffer for Visual and Special Effects
  31. "Archived copy" (PDF). Archived (PDF) from the original on 2015-05-16. Retrieved 2016-01-25.{{cite web}}: CS1 maint: archived copy as title (link)
  32. "Practical Implementation of SH Lighting and HDR Rendering". slidegur.com. Archived from the original on 2016-10-09.
  33. "Model numbers for PlayStation 2 and PS2 accessories". Archived from the original on 2010-03-16.
  34. "Model numbers for PlayStation 2 and PS2 accessories". Archived from the original on 2010-03-16.
  35. "PlayStation 2 SCPH-39001 Instruction manual". Archived from the original on 2013-12-16. Retrieved 2013-12-16.
  36. "SCEI Launches PlayStation 2 New Model SCPH-50000" (PDF). Archived from the original (PDF) on 2014-10-27. Retrieved 2013-12-16.