CPU: 485 MHz IBM "Gekko" PowerPC CPU. PowerPC 750CXe based core. 180 nm IBM copper-wire process. 43 mm² die. 4.9 W dissipation. Roughly 50 new vector instructions. 32-bit ALU. 64-bit FPU, usable as 2x32-bit SIMD FPU: 1.9Gflops 64-bit enhanced PowerPC 60x front side bus to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth. 64 KiB L1 cache (32 KiB I/32 KiB D). 8-way associative. 256 KiB on-die L2 cache. 2-way associative. 1125 DMIPS (dhrystone 2.1) System memory: 43 MB total non-unified RAM 24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth. 3 MB embedded 1T-SRAM within "Flipper"". Split into 1 MB texture buffer and 2 MB frame buffer. 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency. 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.
Graphics processing unit: 162 MHz "Flipper" LSI. 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX. 8Gflops 4 pixel pipelines with 1 texture unit each TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners") Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game. 648 megapixels/second (162 MHz x 4 pipelines), 648 megatexels/second (648 MP x 1 texture units) (peak) Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit 337,500 triangles a frame at 60fps 675,000 triangles a frame at 30fps 8 texture layers per pass, texture compression, full scene anti-aliasing 8 simultaneous hardware light Bilinear, trilinear, and anisotropic texture filtering Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer 24-bit RGB / 32-bit RGBA color depth. Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding. 720×480 interlaced or progressive scan
Integrated audio processor: Custom 81 MHz Macronix DSP Instruction Memory: 8 KiB RAM, 8 KiB ROM Data Memory: 8 KiB RAM, 4 KiB ROM 64 channels 16-bit 48 kHz ADPCM Dolby Pro Logic II encoded within stereophonic output
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CPU: 64-bit/128-bit "Emotion Engine" clocked at 294 MHz (299 MHz on newer versions), 10.5 million transistors Main processor: MIPS R5900 CPU core, 64 bit Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1) Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit, at 150 MHz. VU0 typically used for polygon transformations, physics and other gameplay type things VU1 typically used for polygon transformations, lighting and other visual based calculations Texture matrix able for 2 units (UV/ST) Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point) FPU 0.64 gigaFLOPS VU0 2.44 gigaFLOPS VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU) 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second 3D CG Geometric transformations under curved surfaces: 16 million polygons per second 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L) Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps Compressed Image Decoder: MPEG-2 I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer Cache memory: Instruction: 16 KB(16 × 210 bytes), Data: 8 KB + 16 KB (ScrP) System Memory: 32 MB(32 × 220 bytes) Direct Rambus or RDRAM Memory bus Bandwidth: 3.2 gigabytes per second
Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz Pixel pipelines: 16 Video output resolution: variable from 256x224 to 1280x1024 pixels 4 MB (4 × 220 bytes) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials) Texture buffer bandwidth: 9.6 GB/s Frame buffer bandwidth: 38.4 GB/s DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer) Dedicated connection to: Main CPU and VU1 Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s) Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles) Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles) Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles) GS effects: AAx2 (poly sorting required)[31], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1) Multi-pass rendering ability Four passes = 300 Mpixel/s (300 Mpixel/s divided by 32pixel = 9,375,000 triangle/sec lossed every four passes)
Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz) Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels Sampling Frequency: 44.1 kHz or 48 kHz (selectable) Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
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