PlayStation 2 technical specifications

The PlayStation 2 technical specifications describe the various components of the PlayStation 2 (PS2) video game console.

Overview

The sixth-generation hardware of the PlayStation 2 video game console consists of various components. At the heart of the console's configuration is its central processing unit (CPU), a custom RISC processor known as the Emotion Engine which operates at 294 MHz (299 MHz in later consoles). The CPU heavily relies on its integration with two vector processing units, known as VPU0 and VPU1, the Graphics Synthesizer, and a floating-point unit (FPU) in order to render 3D graphics. Other components, such as the system's DVD-ROM optical drive and DualShock 2 controller, provide the software and user control input.

PlayStation 2 software is distributed on CD-ROM and DVD-ROM. In addition, the console can play audio CDs and DVD movies, and is backwards compatible with original PlayStation (PS1) games. This is accomplished through the inclusion of the original PlayStation's CPU which also serves as the PS2's I/O processor.[1] The PS2 also supports limited functionality with PS1 memory cards and controllers. The PS2's DualShock 2 controller is an upgraded version of the PS1's DualShock with analog face, shoulder and D-pad buttons replacing the digital buttons of the original.[2] Like its predecessor, the DualShock 2 controller features force feedback technology.

The standard PlayStation 2 memory card has an 8 MB capacity and uses Sony's MagicGate encryption. This requirement prevented the production of memory cards by third parties who did not purchase a MagicGate license. Memory cards without encryption can be used to store PlayStation game saves, but PlayStation games would be unable to read from or write to the card – such a card could only be used as a backup. There are a variety of non-Sony manufactured memory cards available for the PlayStation 2, allowing for a larger memory capacity than the standard 8 MB. However their use is unsupported and compatibility is not guaranteed. These memory cards can have up to 128 MB storage space.

The console also features USB and IEEE 1394 expansion ports. Compatibility with USB and IEEE 1394 devices is dependent on the software supporting the device. For example, the PS2 BIOS will not boot an ISO image from a USB flash drive or operate a USB printer, as the machine's operating system does not include this functionality. By contrast, Gran Turismo 4 and Tourist Trophy are programmed to save screenshots to a USB mass storage device and print images on certain USB printers. A PlayStation 2 HDD can be installed via the expansion bay in the back of the console, and was required to play certain games, notably the popular Final Fantasy XI.[3]

Central processing unit

An SCPH-10000 motherboard
An SCPH-30001 motherboard
Graphics Synthesizer as found in SCPH-390xx

Interfaces

Performance

System memory

Graphics processing unit

Audio

I/O processor

Replaced with PowerPC-based "Deckard" IOP with 4 MB SDRAM starting with SCPH-7500x.

Connectivity

^† VGA connector is only available for progressive-scan supporting games, homebrew-enabled systems, and Linux for PlayStation 2, and requires a monitor that supports RGsB, or "sync on green," signals.

Optical disc drive

See also

References

  1. https://www.theguardian.com/technology/2013/dec/12/ps4-and-xbox-one-so-why-arent-they-backwards-compatible
  2. "Dual Shock 2 Review". IGN. September 27, 2001. Retrieved February 7, 2011. The biggest difference between the Dual Shock 2 and the original… all of the buttons and even the digital pad offer analog support. This means that the d-pad, the four face buttons and the four shift buttons are all pressure-sensitive and have 255 degrees of sensitivity. It is also worth noting that the Dual Shock 2 is a bit lighter than the original Dual Shock because it appears to have less in the way of gears for the vibration function of the controller.
  3. "Final Fantasy XI Review for PlayStation 2 – GameSpot". Uk.gamespot.com. March 23, 2004. Retrieved November 11, 2010.
  4. John L. Hennessy and David A. Patterson. "Computer Architecture: A Quantitative Approach, Third Edition". ISBN 1-55860-724-2
  5. Keith Diefendorff. "Sony's Emotionally Charged Chip". Microprocessor Report, Volume 13, Number 5, April 19, 1999. Microdesign Resources.
  6. 1 2 3 Hennessy, John L.; Patterson, David A. (29 May 2002). Computer Architecture: A Quantitative Approach (3 ed.). Morgan Kaufmann. ISBN 978-0-08-050252-6. Retrieved 9 April 2013.
  7. 1 2 3 "Tapping into the power of PS2" (PDF). Retrieved November 11, 2010.
  8. "Emotion". Kim L. Vu. Retrieved 7 July 2011.
  9. http://users.ece.gatech.edu/lanterma/mpg/ece4893lec_ps2.pdf
  10. http://galileo.dmi.unict.it/utenti/emanuele-f/posts/ps2dev/docs/Procedural%20Rendering%20on%20PlayStation%202.pdf
  11. "Vector Unit Architecture for Emotion Synthesis". Retrieved April 26, 2017.
  12. "Designing and Programming the Emotion Engine" (PDF). Retrieved April 26, 2017.
  13. 1 2 "Inside the Playstation 2". philvaz.com. Archived from the original on March 4, 2011. Retrieved July 1, 2011.
  14. http://www.frc.ri.cmu.edu/~hpm/book97/ch3/processor.list.txt
  15. http://psx-scene.com/forums/f291/gs-mode-selector-development-feedback-61808/#post457673
  16. GS User's Manual, Sony Computer Entertainment, 2001
  17. http://lukasz.dk/files/ps2_normalmapping.pdf
  18. http://slidegur.com/doc/3412625/practical-implementation-of-sh-lighting-and-hdr-rendering
  19. "PS2 Programming Optimisations" (PDF). Retrieved November 11, 2010.
  20. "Model numbers for PlayStation 2 and PS2 accessories".
  21. "Model numbers for PlayStation 2 and PS2 accessories".
  22. "PlayStation 2 SCPH-39001 Instruction manual". Retrieved 2013-12-16.
  23. "SCEI Launches PlayStation 2 New Model SCPH-50000" (PDF). Retrieved 2013-12-16.
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