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Playstation 2

By James Thesing & Michael Loper Overview

● Introduction ● Features ● ○ Vector Processors ○ CPU ‐ MIPS III ○ Image Processor ● I/O Processor ● Graphics Synthesizer ● Main Memory ● Conclusion Introduction

● Console Gaming ○ Design methodology based on system lifetime ● founded in 1946 ● Contracted by 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 Entertainment formed in 1994 ● Released PS2 March 2000 (), Oct 2000 (NA) Features

● DVD Player ○ 8 to 28 times storage capacity of Playstation one ● Backwards Compatibility ● Two 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 ( 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() 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 ‐

• 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 set up • Fill Rate o 1.2 Giga /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 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 • Bi‐linear/Tri‐linear filtering Graphics Synthesizer (cont)

• Memory Bandwidth o Frame Buffer 38.4Gb/sec o Texture Bandwidth 9.6Gb/sec • 16 Parallel 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". 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?