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Contents. Overview The hardware of the consists of various components. At the heart of the console's configuration is its (CPU), a custom processor known as the which operates at 294 (299 MHz in later consoles). The CPU heavily relies on its integration with two, known as VPU0 and VPU1, the Graphics Synthesizer, and a (FPU) in order to render. Other components, such as the system's optical drive and controller, provide the software and user control input. PlayStation 2 software is distributed on CD-ROM and DVD-ROM. In addition, the console can play audio CDs and DVD movies, and is with original games.
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This is accomplished through the inclusion of the original PlayStation's CPU which also serves as the PS2's. The PS2 also supports limited functionality with the original PlayStation and controllers. The PS2's DualShock 2 controller is an upgraded version of the PlayStation's DualShock with face, shoulder and D-pad buttons replacing the buttons of the original. Like its predecessor, the DualShock 2 controller features technology.
The standard PlayStation 2 memory card has an 8 capacity and uses Sony's encryption. This requirement prevented the production of memory cards by third parties who did not purchase a MagicGate license. Memory cards without encryption can be used to store PlayStation game saves, but PlayStation games would be unable to read from or write to the card – such a card could only be used as a.
There are a variety of non-Sony manufactured memory cards available for the PlayStation 2, allowing for a larger memory capacity than the standard 8 MB. However their use is unsupported and compatibility is not guaranteed. These memory cards can have up to 128 MB storage space. The console also features and expansion ports.
Compatibility with USB and IEEE 1394 devices is dependent on the software supporting the device. For example, the PS2 BIOS will not boot an from a or operate a USB printer, as the machine's operating system does not include this functionality. By contrast, and are programmed to save screenshots to a and print images on certain USB printers. A can be installed via the in the back of the console, and was required to play certain games, notably the popular. Central processing unit. The ASIC from the SCPH-90001 (CXD2976GB) shaven down to show the EE+GS+RDRAM+DRAM silicon.: R5900-based ', clocked at 294.912 MHz (299 MHz on newer versions), with capabilities.
250 nm CMOS manufacturing (ending with 65nm CMOS), 13.5 million, 225 mm² die size, 15 W dissipation (combined EE+GS in SCPH-7500x: 86 mm², 53.5 million transistors) (combined EE+GS+RDRAM+DRAM in SCPH-7900x ended with 65nm CMOS design). CPU core: R5900 (COP0), 64-bit, little endian (mipsel). CPU is a superscalar, in-order 2-issue design with 6-stage long integer pipelines, four 32 bit GPR registers, 32 128-bit SIMD linear scalar registers, two 64-bit integer ALUs, 128-bit load-store unit (LSU) and a branch execution unit (BXU). Instruction set: MIPS III, MIPS IV subset with Sony's proprietary 107 vector SIMD multimedia instructions (MMI). The custom instruction set was implemented by grouping the two 64-bit integer ALUs.
32-bit coprocessor (COP1) with 6 stage long pipeline (floating point multiply accumulator × 1, floating point divider × 1). FPU is not IEEE compliant.
32-bit VLIW-SIMD vector units at 147.456 MHz: VPU0 and VPU1 (floating point multiply accumulator × 9, floating point divider × 1) each VPU contains a vector unit (VU), instruction cache, data cache and interface unit. Each vector unit also has upper execution unit containing 4xfMAC and lower execution unit containing fDIV, integer ALU, load-store unit, branch logic, 16 16-bit integer registers and 32 128-bit floating point registers. VPU1 has an additional EFU unit. VPU0 (COP2) (FMAC x 4, FDIV x 1) is tightly coupled with the main CPU and is typically used for polygon and geometry transformations (under parallel or serial connection), physics and other gameplay related tasks. VPU1 (Elementary Functional Unit-EFU) (FMAC x 5, FDIV x 2) operates independently controlled by microcode, parallel to the CPU core, is typically used for polygon and geometry transformations, clipping, culling, lighting and other visual based calculations (texture matrix able for 2 coordinates (UV/ST).
Parallel: results of VU0/FPU sent as another display list via MFIFO (E.G. Complex characters/vehicles/etc.). Serial: results of VU0/FPU sent to VU1 (via 3 methods) and can act as an optional geometry pre-processor that does all base work to update the scene every frame (E.G. Camera, perspective, boning and laws of movement such as animations or physics). Image Processing Unit (IPU): compressed image macroblock layer decoder allowing playback of DVDs and game.
It also allowed vector quantization for 2D graphics data. Memory management unit (MMU), RDRAM controller and DMA controller: handle memory access within the system.: 16 instruction cache, 8 KB + 16 KB (ScrP) data cache. Scratchpad (SPR) is extended area of memory visible to the EE CPU. This extended memory provides 16 kilobytes of fast RAM available to be used by the application. Scratchpad memory can be used to store temporary data that is waiting to be sent via DMA or for any other temporary storage that the programmer can define. Interfaces.
I/O processor interconnection: over a serial link, DMA controller for bulk transfer. Main RDRAM memory bus. Bandwidth: 3.2 GB/s. Graphics interface (GIF), DMA channel that connects the EE CPU to the GS co-processor. To draw something to the screen, one must send render commands to the GS via the GIF channel: 64-bit, 150 MHz bus, maximum theoretical bandwidth of 1.2 GB/s.
generated by CPU/VPU0 and VPU1 are sent to the GIF, which prioritizes them before dispatching them to the for rendering. Vector Unit Interface (VIF), consists of two DMA channels VIF0 for VPU0 and VIF1 for VPU1. Vector units and the main CPU communicate via VIF DMA channels. SIF - Serial Interface or Subsystem Interface which consists of 3 DMA channels:. Subsystem Interface 0 (SIF0) and Subsystem Interface 1 (SIF1), used for communication between the EE main CPU and IOP co-processor. These are serial DMA channels where both CPUs can send commands and establish communication through an RPC protocol.
Subsystem Interface 2 (SIF2), used for backwards compatibility with PS1 games and debugging. Graphics Synthesizer as found in SCPH-390xx.
Parallel rendering processor with embedded DRAM 'Graphics Synthesizer' (GS) clocked at 147.456 MHz. 279 mm² die (combined EE+GS in SCPH-7500x: 86 mm², 53.5 million transistors). PCRTC circuit for output. Pixel pipelines: 16 without any (TMU), however half of pixel pipelines can perform texturing so fillrate is either 16 pixels per clock with untextured 2400 mpixels or 8 pixels per clock with 1200 megapixels with bilinear texturing, and 1200 megatexels (bilinear).
Ps2 To Ps2 Classic Tools Of Geometry Dash![]()
September 27, 2001. Retrieved February 7, 2011. The biggest difference between the Dual Shock 2 and the original all of the buttons and even the digital pad offer analog support. This means that the d-pad, the four face buttons and the four shift buttons are all pressure-sensitive and have 255 degrees of sensitivity. It is also worth noting that the Dual Shock 2 is a bit lighter than the original Dual Shock because it appears to have less in the way of gears for the vibration function of the controller. March 23, 2004.
Retrieved November 11, 2010. 'Computer Architecture: A Quantitative Approach, Third Edition'. 'Sony's Emotionally Charged Chip'., Volume 13, Number 5, April 19, 1999. The ghetto blaster ep rapidshare files.
Microdesign Resources. ^; (29 May 2002). Morgan Kaufmann.
Retrieved 9 April 2013. Retrieved November 11, 2010.
Retrieved 7 July 2011. Retrieved April 26, 2017.
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Retrieved April 26, 2017. Archived from on March 4, 2011. Retrieved July 1, 2011., 2001. (PDF). Retrieved November 11, 2010. Retrieved 2013-12-16.
Retrieved 2013-12-16.
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