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disculpen las molestias .... unanse al otro foro si asi lo desean ... =D
 
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 [Hyper F.A.Q] Play Station 2

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Roshi

Roshi


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Fecha de inscripción : 28/03/2008

[Hyper F.A.Q] Play Station 2 Empty
MensajeTema: [Hyper F.A.Q] Play Station 2   [Hyper F.A.Q] Play Station 2 Icon_minitimeJue 1 Mayo - 0:57:52

comienzo por describir una de las consolas mas populares, y q quisas la tengas en casita: LA PS2

[Hyper F.A.Q] Play Station 2 1194035941

ESPECIFICACIONES TECNICAS



Emotion Engine ( Motor de Emociones)
• 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 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



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si se interesan podre mas cosas... cualquier duda acerca de esto... me dicen!!
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