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
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