PSP specs vs. PS2 specs?

It's not more powerful. I heard in a devloper interview that it will look better due to the small screen (they were lying, but they none the less said this).

EDIT: PSP will also look better if your TV sucks.
 
why don't you compare it to the dreamcast?? i dont see why its that hard. sorry for seeming kind of rude, but dude, lol, i mean come on...
 
Here's what I found sofar :

PSP :

MIPS R4000 32bit Core
128bit Bus
1 - 333MHz @ 1.2V

'Rendering Engine' + 'Surface Engine'
512bit Bus, 1-166 MHz @ 1.2V
VRAM :2MB(eDRAM)
Bus Bandwidth :5.3GB/sec
Pixel Fill Rate :664 M pixels/sec
max 33 M polygon /sec(T&L)
24bit Full Color:RGBA

PS2 :

CPU: 128-bit CPU
System Clock Frequency: 294.912 MHz
Bandwirth : 3.2GB/s

Rendering Engine
147.456MHz
2.4 gig pixel/sec fill rate (Z-buff, alpha); 1.2 gig/sec (add textures)
 
PSP:
PSP CPU CORE
MIPS R4000 32bit Core
128bit Bus
1 - 333MHz @ 1.2V
Main Memory :8MB(eDRAM) (**Changed to 32MB, 4MB embedded in May 2004)
Bus Bandwidth :2.6GB/sec
I-Cache, D-Cache
FPU, VFPU (Vector Unit) @ 2.6GFlops
3D-CG Extended Instructions

PSP Media Engine
MIPS R4000 32bit Core
128bit Bus
1 - 333MHz @ 1.2V
Sub Memory:2MB(eDRAM) @ 2.6GB/sec
I-Cache, D-Cache
90nm CMOS

PSP Graphics Core 1
3D Curved Surface + 3D Polygon
Compressed Texture
Hardware Clipping, Morphing, Bone(8)
Hardware Tessellator
Bezier, B-Spline(NURBS)
ex 4x4, 16x16, 64x64 sub-division

PSP Graphics Core 2
'Rendering Engine' + 'Surface Engine'
256bit Bus, 1-166 MHz @ 1.2V (**Changed to 512bit Bus in final version)
VRAM :2MB(eDRAM)
Bus Bandwidth :5.3GB/sec
Pixel Fill Rate :664 M pixels/sec
max 33 M polygon /sec(T&L)
24bit Full Color:RGBA

PSP Sound Core: VME
Reconfigurable DSPs
128bit Bus
166MHz @1.2V
5 Giga Operations /sec
CODEC
3D Sound, Multi-Channel
Synthesizer, Effecter, etc

UMD(Universal Media Disc)
60mm
Laser Diode:660nm
Dual Layer :1.8GB
Transfer Rate:11Mbps
Shock Proof
Secure ROM by AES
Unique Disc ID

AVC Decoder
AVC(H.264) Decoder
Main Profile
Baseline Profile
@Level1,Level2,Level3
2Hours(High Quality) - DVD movie
4Hours(Standard Quality) - CS Digital

I/O
USB 2.0
Memory Stick
Extension Port(reserved)
Stereo Head phone Out

Communication
Wireless LAN (i802.11)
IrDA
USB 2.0

PS2:

Emotion Engine

* MIPS IV-subset
* 300 MHz (294.912 MHz)
* 128-bit integer SIMD
* 128-bit floating-point SIMD
* 24KB cache (16KB instruction + 8KB data)
* 16KB Scratch Pad RAM
* Co-processor 1: FPU
o Floating Point Multiply Accumulator (FMAC) x 1
o Floating Point Divider (FDIV) x 1
o 8KB cache (4KB instruction + 4KB data)
* Co-processor 2: VU0
o Floating Point Multiply Accumulator (FMAC) x 4
o Floating Point Divider (FDIV) x 1
o 8KB cache (4KB instruction + 4KB data)
* Vector Processing Unit: VU1
o Floating Point Multiply Accumulator (FMAC) x 5
o Floating Point Divider (FDIV) x 2
o 32KB cache (16KB instruction + 16KB data)
* 450 Dhrystone 2.1 MIPS
* 6.2 GFLOPS
* Geometry:
o 66 million polygons per second (peak)
o 38 million polygons per second (lighting)
o 36 million polygons per second (fog)
o 16 million polygons per second (curved surface generation)
* Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
o 150 million pixels per second
* DMA: 10 channels

Graphics Synthesizer (GS)

* 150 MHz (147.456 MHz)
* 16 pixel pipelines
* 2.4 gigapixels per second (no texture)
* 1.2 gigatexels per second
* Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
* Perspective-Correct Texture Mapping
* Bump Mapping
* Environment Mapping
* 32-bit Color (RGBA)
* 32-bit Z Buffer
* 4MB Multiported Embedded DRAM
* 38.4 gigabytes per second eDRAM bandwidth (19.2 GB/s in each direction)
* 9.6 gigabytes per second eDRAM texture bandwidth
* 150 million particles per second
* Polygon Drawing Rate:
o 75 million polygons per second (small polygon)
o 50 million polygons per second (48-pixel quad with Z and Alpha)
o 30 million polygons per second (50-pixel triangle with Z and Alpha)
o 25 million polygons per second (48-pixel quad with Z, Alpha, and Texture)
* 18.75 million sprites per second (8 x 8 pixel sprites)

Emotion Engine to Graphics Synthesizer bus

* 64 bits wide
* 150 MHz
* 1.2 gigabytes per second bandwidth

Main Memory

* 32 Megabytes RAMBUS DRAM
* 32 bits wide (dual channel 16-bit)
* 400 MHz (800 MHz effective)
* 800 megabits per second per pin
* 3.2 gigabytes per second bandwidth

I/O Processor

* based on PSone CPU
* 33.8688 MHz or 36.864 MHz (selectable)
* 2MB memory
* USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA controller

Sound Chip

* 48 voices
* 2MB memory
* Supports Dolby, AC3, and DTS output

Storage

* 4x DVD-ROM
* DVD-5 disc format (4.7 gigabytes)
* memory cards

anyone wanna translate that, be my guest.
 
The developer that was working on Death Jr basically said "pound for pound it's a little stronger than the PS2" What this generally means is that it's just capable of more special effects like lighting and texturing and maybe a slightly faster processing speed but only because it has to generate fewer pixels per square inch than a PS2.

So relax, PS2 is still stronger.
 
[quote name='Alpha2']The developer that was working on Death Jr basically said "pound for pound it's a little stronger than the PS2" What this generally means is that it's just capable of more special effects like lighting and texturing and maybe a slightly faster processing speed but only because it has to generate fewer pixels per square inch than a PS2.

So relax, PS2 is still stronger.[/QUOTE]

That's still pretty intense... I mean it is basicly on par. I just got mine today (though i am in the process of returning it for my second time) and the graphics look pretty much like a PS2 game.
 
When you add in that the PSP was designed to be very power conscious it has some advantages. The chipset design was frozen almost five years later than the PS2 chipset and has a more straighforward design than the theories the PS2 designers tried to embody. The PSP also has several rendering elements inhardware that must be performed in software on the PS2. This saves a lot of memory for applying these techniques.

Another thing to be kept in mind is that the PSP currently operates with one hand tied behind its back. To extend battery life the main processor is only running at two-thirds of its rated speed and other parts of the system are correspondingly limited. It isn't clear whether this is imposed by the firmware or left up to developers. As better batteries become available or competition increases the need, the PSP has a lot of currently untapped processing capacity.

http://www.neowin.net/forum/lofiversion/index.php/t308831.html

This isn't the first time such a thing has happened. I've known a few folks who worked for MAttel in the Intellivision days. There were features in the hardware from the beginning that they weren't allowed to use because the management felt they should reserved for a future 'upgrade' that would consist of PR to announce they'd finally decided to use the who damn machine. Kind of like Sega's retroactive discovery of blast processing but not a hoax like that.
 
bread's done
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