PlayStation technical specifications
This article is about the technical specification of Sony's original PlayStation console. For technical specifications of Sony's later home consoles, see § See also.
The PlayStation technical specifications describe the various components of the original PlayStation video game console.
Central processing unit (CPU)
- MIPS R3000A-compatible 32-Bit RISC CPU MIPS R3051 with 5KB L1 cache, running at 33.8688 MHz .[1]
- The microprocessor is manufactured by LSI Logic Corp. with technology licensed from SGI.
- Features:
- CPU cache RAM:
- 4 kB instruction Cache[1]
- 1 kB non-associative SRAM data cache
- Geometry Transformation Engine (GTE or Cop2)
- Coprocessor that resides inside the main CPU processor, giving it additional vector math instructions used for 3D graphics, lighting, geometry, polygon and coordinate transformations - GTE performs high speed matrix multiplies.
- Operating performance: 66 MIPS[3]
- Polygons per second (rendered in hardware):
- 90,000 with texture mapping, lighting and Gouraud shading
- 180,000 with texture mapping[4]
- 360,000[5] with flat shading
- Motion Decoder (MDEC)
- Also residing within the main CPU, enables full screen, high quality FMV playback and is responsible for decompressing images and video into VRAM.[2]
- Operating performance: 10 MIPS
- Documented device mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB macroblock.
- Output data may be transferred directly to GPU via DMA.
- It is possible to overwrite IDCT matrix and some additional parameters, however MDEC internal instruction set was never documented.
- Features:
![](../I/m/PSX_mainboard.jpg)
An SCPH-1001 motherboard.
![](../I/m/PS9001-Motherboard.jpg)
An SCPH-9001 motherboard
- System Control Coprocessor (Cop0)
- This unit is part of the CPU. Has 16 32-bit control registers.
- Modified from the original R3000A cop0 architecture, with the addition of a few registers and functions.
- Controls memory management through virtual memory technique, system interrupts, exception handling, and breakpoints.
Memory
- 2 MiB main EDO DRAM[2]
- Additional RAM memory is integrated with the GPU (including a 1 MiB frame buffer) and SPU (512 KiB), see below for details.
- Cache RAM memory for CPU core and CD-ROM. See the relevant sections for details.
- Flash RAM support through the use of memory cards, see below.
- BIOS stored on 512 KiB ROM
Graphics processing unit (GPU)
- 32-bit Sony GPU
- Handles display of graphics, control of framebuffer, and drawing of polygons and textures
- Handles 2D graphics processing, in a similar manner to the 3D engine
- RAM:
- 1 MB VRAM[2] (later models contained SGRAM) for framebuffer
- 2 KB texture cache (132MB/sec memory bus bandwidth, 32-Bit wide)
- 64 bytes FIFO buffer
- Features:
- Adjustable frame buffer (1024×512)
- Emulation of simultaneous backgrounds (to simulate parallax scrolling)
- Mask Bit
- Texture Window
- Dithering
- Clipping
- Alpha Blending (4 per-texel Alpha Blending Modes)
- Fog
- Framebuffer Effects
- Transparency Effects
- Render to Texture
- Offscreen Rendering
- Multipass Rendering
- Flat or Gouraud shading and texture mapping[1]
- No line restriction
- Colored light sourcing
- Resolutions:
- Progressive: 256×224 to 640×240 pixels[1]
- Interlaced: 448×256 to 640×480 pixels
- Colors:
- Maximum color depth of 16,777,216 colors (24-bit true color)
- 57,344 (256×224) to 153,600 (640×240) colors on screen
- Unlimited color lookup tables
- 32 levels of transparency
- All calculations are performed to 24 bit accuracy
- Texture mapping color mode:
- Mode 4 - 4 bit CLUT (16 Colors)
- Mode 8 - 8 bit CLUT (256 Colors)
- Mode 15 - 15 bit direct (32768 Colors)
- Mode 24 - 24 bit (16,777,216 Colors)
- Sprite engine
- 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
- Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation[1][6]
- 256x256 maximum sprite size
- Special Sprite Effects:
- Rotation
- Scaling up/down
- Warping
- Transparency
- Fading
- Priority
- Vertical and horizontal line scroll
Sound processing unit (SPU)
- Supports ADPCM sources with up to 24 channels[2]
- Sampling rate of up to 44.1 kHz[2]
- 512 kB RAM[2]
- PCM audio source
- Digital effects include:
- Pitch Modulation
- Envelope
- Looping
- Digital Reverb
- Load up to 512K of sampled waveforms
- Supports MIDI Instruments
I/O system and connectivity
- (660MB maximum storage capacity, double speed CD-ROM drive)
- 2×, with a maximum data throughput of 300 kB/s(Double speed), 150 KB/sec. (Normal)
- XA Mode 2 compliant
- Audio CD play
- CD-DA (CD-Digital Audio)
- 128 kB buffer
- Two control pads via connectors
- Expandable with multitap connector
- Backup flash RAM support
- Two removable cards
- Each card has 128 KB flash memory
- OS support for File Save, Retrieve and Remove
- Video and audio connectivity
- AV Multi Out (Composite video, S-Video, RGBS)
- RCA Composite video and Stereo out (SCPH-100x to 3xxx only)
- RFU (SCPH-112X) DC Out (SCPH-100x to 3xxx only)
- S-Video Out (SCPH-1000 only)
- Serial and parallel ports
- Serial I/O (used for PlayStation Link Cable SCPH-100x to 900x only)
- Parallel I/O (N/A) SCPH-100x to 750x only)
See also
- PlayStation 2 technical specifications
- PlayStation 3 technical specifications
- PlayStation 4 technical specifications
References
- 1 2 3 4 5 "Sony's PlayStation Debuts in Japan!". Electronic Gaming Monthly (65). Sendai Publishing. December 1994. p. 70.
- 1 2 3 4 5 6 7 8 "Inside the PlayStation". Next Generation. Imagine Media (6): 51. June 1995.
- 1 2 "Tech Specs: Sony PlayStation". Next Generation. Imagine Media (12): 40. December 1995.
- ↑ Karl Hodge. "Hall of Fame: Sony PlayStation, the games console that changed everything".
- ↑ "Sony PlayStation". GamePro (62). IDG. September 1994. p. 20.
- ↑ https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/
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