PSX:
Cytuj:
* Handles 2D graphics processing separate from the main 3D engine on the CPU
* Features:
o Maximum of 16.7 million colors (24-bit color depth)
o Resolutions from 256x224 to 640x480
o Adjustable frame buffer
o Unlimited color lookup tables
o Maximum of 4000 8x8 pixel sprites with individual scaling and rotation
o Emulation of simultaneous backgrounds (for parallax scrolling)
o Flat or Gouraud shading and texture mapping
o 1 MB of VRAM
PS2:
Cytuj:
"Graphics Synthesizer" clocked at 147 MHz
* Pixel pipelines: 16
* Video output resolution: variable from 256x224 to 1280x1024 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)
o Texture buffer bandwidth: 9.6 GB/s
o 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: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
o Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
o Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
o 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), Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
* Multi-pass rendering ability
o Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)