==Central processing unit (CPU)==
==Central processing unit (CPU)==
”’LSI CoreWare CW33300-based core”'<ref>{{Cite web|url=http://patpend.net/technical/psx/LSI.htm|title=FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip|access-date=2016-10-05|archive-date=2019-07-23|archive-url=https://web.archive.org/web/20190723220136/https://patpend.net/technical/psx/LSI.htm|url-status=live}}</ref>
”’LSI CoreWare -based core”'<ref>{{Cite web|url=http://patpend.net/technical/psx/LSI.htm|title=FastForward Sony Taps LSI Logic for PlayStation Video Game CPU Chip|access-date=2016-10-05|archive-date=2019-07-23|archive-url=https://web.archive.org/web/20190723220136/https://patpend.net/technical/psx/LSI.htm|url-status=live}}</ref>
* [[R3000|MIPS R3000A]]-compatible [[32-bit]] [[Reduced instruction set computer|RISC]] [[Central processing unit|CPU]] MIPS R3051 with 5 KB L1 cache, [[Clock rate|running]] at 33.8688 [[MHz]].<ref name=”EGM65″>{{cite magazine|title=Sony’s PlayStation Debuts in Japan!|magazine=[[Electronic Gaming Monthly]]|issue=65|publisher=Sendai Publishing|date=December 1994|page=70}}</ref>
* [[R3000|MIPS R3000A]]-compatible [[32-bit]] [[Reduced instruction set computer|RISC]] [[Central processing unit|CPU]] MIPS R3051 with 5 KB L1 cache, [[Clock rate|running]] at 33.8688 [[MHz]].<ref name=”EGM65″>{{cite magazine|title=Sony’s PlayStation Debuts in Japan!|magazine=[[Electronic Gaming Monthly]]|issue=65|publisher=Sendai Publishing|date=December 1994|page=70}}</ref>
* The [[microprocessor]] was manufactured by [[LSI Logic Corp.]] with technology licensed from [[Silicon Graphics|SGI]].
* The [[microprocessor]] was manufactured by [[LSI Logic Corp.]] with technology licensed from [[Silicon Graphics|SGI]].
Overview of the technical specifications of the PlayStation




The PlayStation technical specifications describe the various components of the original PlayStation video game console.
Central processing unit (CPU)
[edit]
LSI CoreWare CW33000-based core[1]
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[6]
- Uses fixed point arithmetic, different operations used different representations[8]
- Polygons per second (rendered in hardware):
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.[5]
- Operating performance: 80 MIPS[11]
- 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.
- 2 MiB main EDO DRAM[5]
- 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)
[edit]
32-bit Sony GPU (designed by Toshiba)[12]
- 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]
- 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[2]
- No line restriction
- Colored light sourcing
- Resolutions:
- Colors:
- Texture mapping color mode:[11]
- 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]
- Special sprite effects:[11]
- Rotation
- Scaling up/down
- Warping
- Transparency
- Fading
- Priority
- Vertical and horizontal line scroll
- Pixel fillrate (theoretical maximum):[14]
- 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)
[edit]
I/O system and connectivity
[edit]
- 660 MB maximum storage capacity, double speed (CLV) CD-ROM drive
- 2×, with a maximum data throughput of 300 KB/s (double speed), 150 KB/s (normal)[11]
- 32 KB data buffer[15]
- XA Mode 2 compliant
- Audio CD play[11]
- CD-DA (CD-Digital Audio)
- Rated for 70,000 seek operations[16]
Two control pads via connectors[11]
- Expandable with multitap connector[11]
Backup flash RAM support
- Two removable cards[11]
- Each card has 128 KB flash memory
- OS support for File Save, Retrieve and Remove[11]
- 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)



