PS2

From IeXwiki

Console Information

  • CPU: 128 bit "Emotion Engine" which consists of four processors
    1. A relatively of the shelve 128-bit MIPS III processor (with some MIPS IV technology) and custom multimedia instructions (MMI). There are three small caches in it: an 8Kb data cache, a 16Kb instruction cache and a 16Kb scratchpad.
    2. One floating point unit, connected by a 128bit bus and able to handle a 32bit operation per cycle.
    3. Vector unit one (VU0), the first of two, connected by a 128bit bus with 4Kb data cache and 4Kb instruction cache. Because of its close tie to the core, it is generally used to process CPU like tasks, like physics and AI. This is the processor codeshops have the most trouble with and it was largely not used in the first two generation of games. Devcos were scared to stall the data flow to other processors, so decided not to tap it.
    4. vector unit two (VU1) with no direct link to the core. It has a direct link to the Graphics Synthesiser through the Graphics Interface (GIF). It is used for transform processing, setting up the data for the GS. It has larger caches than VU0, 16Kb each.
  • Operating Clock: 300 MHz
  • Memory: 32 MB Direct Rambus
  • 3D CG Geometric Transformation: a custom Graphics Synthesiser (GS) running at 150Mhz. It is connected to the Emotion Engine by a 64bit bus. It has 4Mb of Rambus memory connected by a wopping 2560bit wide data bus. This results in a massive parallel rendering engine which can handle very high pixel fill rates. RAM is situated on-die which makes it fill really fast, unlike PC graphic cards. Theoretically it could render 66 million polygons per second.
  • Sampling frequency: 44.1 KHz or 48 KHz (selectable) I/O processor
  • Interface Types: IEEE394, Unversal Serial Bus (USB)
  • Disc Media: DVD-ROM (CD-ROM compatible)

Games

(List games here)