An SCPH-1000 motherboard
An SCPH-5001 motherboard
An SCPH-9001 motherboard
An SCPH-101 motherboard

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

Central processing unit (CPU)

LSI CoreWare CW33000-based core

Geometry Transformation Engine (GTE)

  • 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 (rendered in hardware): 90,000 with texture mapping, lighting and Gouraud shading[citation needed] 180,000 with texture mapping 360,000 with flat shading

Motion Decoder (MDEC)

  • 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.

System Control Coprocessor (Cop0)[citation needed]

  • 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 (including a 1 MB framebuffer) and SPU (512 KB), 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 (designed by Toshiba)

  • Handles display of graphics, control of framebuffer, and drawing of polygons and textures[citation needed]
  • Handles 2D graphics processing, in a similar manner to the 3D engine[citation needed]
  • RAM:[citation needed] 1 MB VRAM (later models contained SGRAM) for framebuffer 2 KB texture cache (132MB/s memory bus bandwidth, 32-bit wide) 64 bytes FIFO buffer
  • Features: Adjustable framebuffer (1024×512) Emulation of simultaneous backgrounds (to simulate parallax scrolling) Mask bit Texture window Dithering Clipping Alpha blending (4 per-texel alpha blending modes) 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 (24-bit true color) 57,344 (256×224) to 153,600 (640×240) colors on screen Unlimited color lookup tables (CLUTs) 32 levels of transparency All calculations are performed to 24 bit accuracy
  • Texture mapping color mode: Mode 4: 4-bit CLUT (16 colors) Mode 8: 8-bit CLUT (256 colors) Mode 15: 15-bit direct (32,768 colors) Mode 24: 24-bit (16,777,216 colors)
  • Sprite engine[citation needed] 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects[citation needed] Up to 4,000 sprites on screen (at 8×8 sprite size), 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 (theoretical maximum): 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

I/O system and connectivity

CD-ROM drive

  • 660MB maximum storage capacity, double speed (CLV) CD-ROM drive
  • 2×, with a maximum data throughput of 300 KB/s (double speed), 150KB/s (normal)
  • 32 KB data buffer
  • XA Mode 2 compliant
  • Audio CD play
  • CD-DA (CD-Digital Audio)
  • Rated for 70,000 seek operations

Two control pads via connectors

  • Expandable with multitap connector

Backup flash RAM support

  • Two removable cards
  • Each card has 128 KB flash[citation needed] memory
  • OS support for File Save, Retrieve and Remove
  • Some games (like "Music 2000") can use Memory Cards as main RAM, to store data for real time processing, bypassing the 2MB RAM limit.[citation needed]

Video and audio connectivity

Serial and parallel ports

Power input

  • 100 V AC (NTSC-J); 120 V AC (NTSC-U/C); or 220–240 V AC (PAL)
  • 7.5 V DC 2 A (PSone only)

See also

External links