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Playstation 2: by James Thesing & Michael Loper

The document provides an overview of the key components and specifications of the original PlayStation 2 console. It describes the console's main components, including the Emotion Engine with its vector processors and CPU, the I/O processor, graphics synthesizer and main memory. The Emotion Engine featured a 300MHz MIPS III CPU and two vector units for graphics processing. The graphics synthesizer could render over 1 billion polygons per second and had a 4MB embedded DRAM. The PlayStation 2 was highly successful, selling over 150 million units over its lifetime.

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Willian Sagas
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0% found this document useful (0 votes)
158 views

Playstation 2: by James Thesing & Michael Loper

The document provides an overview of the key components and specifications of the original PlayStation 2 console. It describes the console's main components, including the Emotion Engine with its vector processors and CPU, the I/O processor, graphics synthesizer and main memory. The Emotion Engine featured a 300MHz MIPS III CPU and two vector units for graphics processing. The graphics synthesizer could render over 1 billion polygons per second and had a 4MB embedded DRAM. The PlayStation 2 was highly successful, selling over 150 million units over its lifetime.

Uploaded by

Willian Sagas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Playstation 2

By James Thesing & Michael Loper
Overview
● Introduction
● Features
● Emotion Engine
○ Vector Processors
○ CPU ‐ MIPS III 
○ Image Processor
● I/O Processor
● Graphics Synthesizer
● Main Memory
● Conclusion
Introduction
● Console Gaming
○ Design methodology based on system lifetime
● Sony founded in 1946
● Contracted by Nintendo to make a CD add on
○ development of a console to compliment this called the “Play 
Station”
○ Contract dispute led to independent development of the 
“Playstation”
● Sony Computer Entertainment formed in 1994 
● Released PS2 March 2000 (Japan), Oct 2000 (NA)
Features
● DVD Player
○ 8 to 28 times storage capacity of Playstation one
● Backwards Compatibility
● Two Memory Card Capacity
○ 8 MB
● Two Controllers
Specifications
● CPU:  128‐bit Playstatoin 2 CPU
● System Clock Frequency:  249.912 MHz
● Cache Memory
○ Instruction:  16KB
○ Data: 8KB
● Main Memory:  Direct Rambus ( Direct RDRAM )
● Memory Size:  32MB
● Memory Bus Bandwidth:  3.2GB per Second
● Vector Units:
○ VU0
○ VU1
● Floating Point Performance:  6.2 GFLOPS
● 3D CG Geometric Transformation:  66 Million Polygons per Second
● Graphics:  Graphics Synthesizer
● Clock Frequency:  147.456MHz
● Embedded DRAM:  4MB
● DRAM Bus bandwidth:  48GB Per Second
● DRAM Bus width:  2560 Bits
● Emotion Engine Clock Frequency:  33.86MHz
Schematic
Emotion Engine ‐ CPU
• MIPS III(R4000) Two issue superscalar core
o 128‐bit multimedia extension
o SCE redefined the 64‐bit SIMD instructions for 128‐bit
• Split L1 Cache
o 16K two‐way set associative instruction cache
o 8K two‐way set associative data cache
Emotion Engine ‐ CPU (cont)
• 300‐MHz Clock
o 6.2 GFLOPS
• Branch Prediction
o 64‐bit Branch Target‐Address Cache (BTAC)
o 2 ‐ bit Branch History Table
o Speculative Operation
Emotion Engine ‐ Vector 
Processor
• 2 Processors VPU0 and VPU1
o 32 128‐bit FP, 16 16‐bit integer Registers
o 4 FP Multiply‐Accumulate Units
o 1 FP Divide Unit
• VPU0
o Tightly Coupled with CPU
• VPU1
o Tightly Coupled with graphic interface unit (GIF)
Emotion Engine ‐ Image 
Processor
● Decode MPEG‐2
○ color conversion, vector quantization
● Parallel Operation with CPU
● Decompression of 3D ‐ Texture Maps
I/O Interface & Data Bus
• Main Bus
o 128‐bit wide 150MHz
o Packets of eight 128‐bit words
• I/O Bus
o 32‐bits wide 33.8 MHz
o Identical bus as the PS1
Graphics Synthesizer
• Embedded 4MB DRAM for storing frame buffers, z buffers 
and textures.
o Quick polygon set up
• Fill Rate
o 1.2 Giga pixels/second for textured
o 2.4 Giga pixels/second for Gourand‐shaded, Z‐buffered, and alpha‐
blended polygons.
• Polygons
o 2.4 Billion pixels/second
o 10 times that of Dreamcast
Graphics Synthesizer (cont)
• GIF: 
o Receives graphics‐display‐list from VPU1
o Prioritizes code for GS through 64‐bit bus
• On chip shared 128‐bit bus
o Direct Rambus DRAM memory controller
• Bi‐linear/Tri‐linear filtering
Graphics Synthesizer (cont)
• Memory Bandwidth
o Frame Buffer 38.4Gb/sec
o Texture Bandwidth 9.6Gb/sec
• 16 Parallel Pixel Processors
o 150 MHz
Main Memory
• Two Channels of DRDRAM
o 3.2 GBytes/s Each
• Used mainly for:
o Conditional Branching
o Data Input Operations
o Display Lists
Conclusion
• Sold over 150 million consoles
o Hit 150 million at the 10 year 11 month mark
• Over 10,000 games created
• Finally off the market after 12 years
• Most successful console of all time
• Even through the Playstation 3’s release, Playstation 2 
continued better sales
References
• David Carter. (2002, August) Introducing PS2 to PC Programmers. Presentation at Australian Game Developer Conference 
2002. http://develop.scee.net/files/presentations/agdc2002/PS2forPCprogrammers.pdf Date accessed 05 Dec 2013
• Diefendorff, Keith (19 April 1999). "Sony's Emotionally Charged Chip". Microprocessor Report (Microdesign Resources)
• Dominic Mallinson. Benefits of A Micro‐programmable Graphics Architecture. Available: 
http://www.philvaz.com/games/PS2.htm
• Masaaki Oka Masakazu Suzuoki. Designing and Programming the Emotion Engine, Sony Computer Entertainment. IEEE 
Micro, pp. 20‐28
• Harry ( May 2001). PlayStation 2 System Specifications. Available: http://www.ps2fantasy.com/hardware/ps2/system.php
Questions?

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