Emotion Engine
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The Emotion Engine is the name of the Central Processing Unit (CPU) used in Sony PlayStation 2 video game consoles. It was jointly designed by Toshiba and Sony and began mass production in 1999. According to MicroDesign Resources, it is two times the speed of a 733 MHz Pentium III and 15 times the speed of a 400 MHz Celeron at handling tasks like full-motion video (SIMD). [1]
The Emotion Engine's data bus, cache memory as well as all registers are implemented in 128 bit technology, integrated on a single 0.18 micrometer process technology chip (making it the first commercial 128 bit CPU). The Emotion Engine, based on the MIPS R5900, is sort of a combination CPU and DSP processor, whose main function is simulating 3D worlds. It integrated all necessary units on the die: The MIPS III CPU core, 2 vector units, FPU, image processing unit (basically an MPEG2 decoder with some other capabilities), 10-channel DMA controller, graphics interface unit, RDRAM and I/O interfaces, all connected via a shared 128-bit internal bus.
The chip is also used in early Playstation 3 units to achieve backwards compatibility and as shading/rasterization offload point for additional or post processing of complex PS3 specific games. PAL Playstation 3 units do not include an Emotion Engine as a matter of cost-saving, however this means such units must use less reliable software emulation to achieve some level of backwards compatibility. It is believed that eventually a hardware revision of NTSC units will remove the Emotion Engine chip in these territories.
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[edit] Specifications
- CPU core: 128-bit RISC (MIPS IV-subset)
- Clock Frequency: 294 MHz (299 MHz in later versions)
- Gate width: 0.18 µm
- VDD Voltage: 1.8 V
- Power consumption: 15 W
- Metal layers: 4
- Total transistors: 10.5 million
- Die size: 240 mm²
- Package: 540 pin PBGA
- Integer Unit: 64-bit (2-way Superscalar)
- Multimedia extended instructions: 107 instructions at 128 bit width
- Integer General Purpose Register: 32 at 128 bit width
- TLB: 48 double entries
- Instruction Cache: 16 KB (2 way)
- Data Cache: 8 KB (2 way)
- Scratch pad RAM: 16 KB (Dual port)
- Main Memory: 32 MB (Direct RDRAM 2 channels at 800 MHz)
- Memory bandwidth: 3.2 GB/s
- DMA: 10 channels
- Co-processor 1: FPU (FMAC x 1, FDIV x 1)
- Co-processor 2: VU0 (FMAC x 4, FDIV x 1)
- Vector Processing Unit: VU1 (FMAC x 5, FDIV x 2)
- Floating Point Performance: 6.2 GFLOPS
- Curved Surface Generation (Bezier): 16 million polygons per second
- Image Processing Unit: MPEG2 Macroblock Layer Decoder
- Image Processing Performance: 150 million pixels per second
- Perspective Transformation: 66 million polygons per second
- Lighting: 38 million polygons per second
- Fog: 36 million polygons per second
[edit] Clock and Bus speed
The execution units (the main core and both vector units) operate at the specified speed of ~300Mhz, and all three execution units can execute two instructions every cycle assuming no stalls occur.
The bus and peripheral interfaces operate at half the core speed.
[edit] See also
- PlayStation 2
- Graphics card
- Graphics processing unit
- Computer graphics
- List of computer graphics and descriptive geometry topics
- Cell microprocessor