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Jul 24th, 2020
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  1. Hardware Specifications
  2. Thus dids't the Playstation come forth from the dark alleys of Tokyo... This
  3. is one serious gaming machine. SNES, Megadrive, 32X, Jaguar and 3DO all pale
  4. besides this monster. The PSX has 5 processors running concurrently, similar
  5. to the Atari Jaguar. Then main processor is the powerful LSI R3000A 32 bit
  6. RISC processor, running at 33.8 Mhz. In addition to it, there is a 66 MIPS
  7. High-speed Matrix Processor for calculating 3D polygons, there is a graphics
  8. processor for displaying sprites (2D) at 60 frames a second, a sound
  9. processor for doing CD quality sound and a 80 MIPS Data Expansion Engine
  10. for decompressing graphics and sound data from the CD-ROM.
  11. What does it all mean? Well, this machine is built for 3D! And since that
  12. is where the games are going, we're all set. (In all fairness it should be
  13. mentioned that the Sega Saturn is on par with, if not better than, the PSX
  14. on 2D scrolling games, note 2D only. However, this is not a problem since
  15. these machines are lightyears ahead of the competition anyways!)
  16.  
  17. CPU
  18. · R3000A 32bit RISC chip @ 33.8mhz - Manufactured by LSI Logic Corp.
  19. · Clearing capacity: 30 MIPS
  20. · Bus bandwidth: 132 Mb/sec
  21. As stated above, a very kuel CPU, slamming the 68000 in the Jaguar and the
  22. ARM 60 in the 3DO, even the Hitachis in the Saturn! A high bus bandwith is
  23. important when using lots of colors in fast moving animations! (Like
  24. Tohshinden)
  25.  
  26. 3D Geometry Engine
  27. · High speed matrix calculator
  28. · Clearing capacity: 66 MIPS
  29. · 1.5 million flat-shaded polygons/sec
  30. · 500,000 texture-mapped and light-sourced polygons/sec
  31. Ahhh, the key to the ultimate 3D performance. Note, however that the above
  32. specs are rather optimistic. There is a slight difference between displaying
  33. random polygons on screen and calculating whether or not a polygon will be
  34. visible or not as the arm is lifted in defense, then shown according to the
  35. position it is in. Toshinden achieves 80.000 of the latter polygons, a very
  36. impressive number for such an early game. Expect this to increase as the
  37. programmers really get to know the hardware. Luckily the Playstation
  38. development setup is hailed as being among the best in the industry.
  39.  
  40. Data Engine (MDEC)
  41. · Clearing capacity: 80 MIPS
  42. · CPU, direct bus connection
  43. · Also compatible with JPEG, MPEG1, H.261 files
  44. A very important player. It even helps cutting down load time, since the
  45. data can be loaded from the CD in compressed form, then uncompressed on the
  46. fly by this baby! Note the support for industry formats, not just
  47. proprietary.
  48.  
  49. Sound
  50. · ADPCM, 24 channels
  51. · Sampling frequency: 44.1 Khz
  52. CD quality sound! What more could you ask for... Well, since you ask, it
  53. would have been nice if it had a little bit better sound support. By all
  54. means, it is great for using sound of the CD, but more or less incapable
  55. of producing sound on its own. Oh well, you won't notice it!
  56.  
  57. Graphics
  58. · 16.7 million colors
  59. · Resolution: 256x224 - 740x480
  60. · Sprite/BG drawing
  61. · Adjustable frame buffer
  62. · No line restriction
  63. · Unlimited CLUTs (Color Look-Up Tables)
  64. · 4,000 8x8 pixel sprites with individual scaling and rotation
  65. · Simultaneous backgrounds (Parallax scrolling)
  66. · 360,000 polygons/sec
  67. Why do people question these specs? OK, so the Saturn might be a bit
  68. better on 2D, but read the specs again. Parodius has some slowdown, NOT
  69. because of lacking hardware, but due to programmers not used to the system
  70. . Raiden has less slowdown, i.e. more experienced programmers. So in
  71. 6-9 months we should see no more slowdowns in 2D scrolling games. Relax,
  72. the hardware CAN handle it!
  73.  
  74. Memory
  75. · Main RAM: 2 Megabytes
  76. · VRAM: 1 Megabyte
  77. · Sound RAM: 512 K
  78. · CD-ROM buffer: 256K
  79. · Operating System ROM: 512K
  80. · RAM cards for data save: 128K EEprom
  81. Hey, it's more RAM than any others console out there! Stuff can be stored
  82. in RAM in compressed form, then uncompressed on the fly in game. So don't
  83. expect that this will limit its performance. (You just can't compare how
  84. much RAM the PSX has vs. a PC. It is a totally different concept!)
  85.  
  86. CD-ROM
  87. · Double speed
  88. · XA compliant
  89. It's faster than any of ther other CD systems out there! And they sometimes
  90. even let you play games while you are waiting. (We're talking 6-7
  91. seconds.....)
  92.  
  93.  
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