:: مهندس ::
تاريخ التسجيل: May 2013
المشاركات: 9
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نشاط [ ابوعلاء62 ]
قوة السمعة:0
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09-05-2013, 03:32 AM
المشاركة 5
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والله يا استاذ / benhenni انا حد علمي بالدون قريد انه للـ بلاى ستيشن 3 ،انما للـ بلاى ستيشن 2 لا يصلح لعدم وجود ذاكرة للحفظ داخل البلا ستيشن - زى بلاى ستيشن 3 - وذاكرة الحفظ للبلاى ستيشن 2 هى كارت الميمورى فقط
دية مجرد استنتاجات ومش متاكد منها
ياريت لو حد متاكده من الكلام ده يساعدنا
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المعلومة خاطئة والدليل البطارية 3 فولت الموجودة داخل الجهاز
- CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
- System memory: 32 MB Direct Rambus or RDRAM
- Memory bus Bandwidth: 3.2 gigabytes per second
- Main processor: MIPS R5900 CPU core, 64-bit, little endian (mipsel).
- 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), 32-bit, at 147.456 MHz.
- VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
- VU1 typically used for polygon transformations, lighting and other visual based calculations (Texture matrix able for 2 coordinates (UV/ST)[55])
- 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)[56]
- Floating Point Performance: 6.2 GFLOPS (single precision 32-bit floating point)
- FPU 0.64 GFLOPS
- VU0 2.44 GFLOPS
- VU1 3.08 GFLOPS (with Internal 0.64 GFLOPS EFU)
- Tri-Strip Geometric transformation (VU0+VU1): 150 million polygons per second[57]
- 3D CG Geometric transformation with raw 3D perspective operations (VU0+VU1): 66-80+ million polygons per second[55]
- 3D CG Geometric transformations at peak bones/movements/effects (textures)/lights (VU0+VU1, parallel or series): 15–20 million polygons per second[57]
- 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, Data: 8 KB + 16 KB (ScrP)
- Graphics processing unit: "Graphics Synthesizer" clocked at 147.456 MHz
- Pixel pipelines: 16
- Video output resolution: variable from 256×224 to 1920×1080 pixels
- 4 MB 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: 16×147 = 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),[55] Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 3:1)
- Multi-pass rendering ability
- Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[58]
- Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
- I/O Processor
- I/O Memory: 2 MB
- CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
- Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original PlayStation format games.
- Sub Bus: 32-bit
- Connection to: SPU and CD/DVD controller.
^† VGA connector is only available for progressive-scan supporting games and Linux for PlayStation 2 and requires a monitor that supports RGsB, or "sync on green," signals.
- Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed CD-ROM, 4x speed DVD-ROM — Region-locked with anti-copy protection. Can't read Gold Discs.
- Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, CD-DA, PlayStation 2 format DVD-ROM, DVD Video. DVD5 (Single-layer, 4.7 GB) and DVD9 (Dual-layer, 8.5 GB) supported. Later models starting with SCPH-500xx are DVD+RW and DVD-RW compatible.
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