【双语】【转载】Sony PlayStation 1 各项数值
看着挺有趣的,转载过来给大家康康,希望能帮到一些人
原文连接:http://www.psxdev.net/forum/viewtopic.php?f=47&t=21
注:本人只是转载,以下内容本人均不负责完全正确,望理解,如果侵权,私信我删除

机翻版:
PlayStation规格
制造商:索尼计算机娱乐公司。
一代:第五代时代。
的PlayStation:
日本1994年12月3日,
NA 1995年9月9日,
欧盟1995年9月29日,
澳大利亚11月15日,1995年
PSone:
JP 2000年7月7日,
NA 9月19日,2000年
的PlayStation / PSone概述信息:
1670万个色
分辨率:256x256(最小值) -640x480(最大值)
Sprite / BG绘图
可调帧缓冲区
无行限制
无限的CLUT(色彩查找表)
4,000个具有单独缩放和旋转
同时背景的8x8像素Sprite(视差滚动)
360,000多边形/秒
CPU:MIPS R3000A系列R3051 @ 33.8688 MHz
媒体:CD-ROM
存储容量:存储卡
停产时间:2006年3月23日 销售量
:1.02亿个
最畅销游戏:Gran Turismo-出货量1085 万(截至2008年4月30日)
中央处理器:
(R3051)MIPS R3000A兼容的32位RISC芯片,运行频率为33.8688 MHz,
该芯片由LSI Logic Corp制造,具有SGI许可的技术,
运行性能为30 MIPS(每秒百万条指令)
总线带宽132 MB / š
4 KB指令缓存
1 KB非缔合SRAM数据缓存
主RAM的2 MB
几何变换引擎:
驻留在主CPU芯片内部,为它提供了用于3D图形的附加矢量数学指令
。66 MIPS的运行性能。
每秒360,000个平面着色多边形每秒
180,000个纹理映射和光源多边形每秒
理论多边形的数量在Sony提供的最佳条件下为
100万每秒平面阴影的多边形每秒
500,000个纹理映射和光源多边形
数据解压缩引擎:它
也位于主CPU内,负责解压缩图像和视频。
记录设备模式是读取三个RLE编码的16×16宏块,运行IDCT并组装单个16×16 RGB宏块
输出数据可以通过DMA直接传输到GPU
可以覆盖IDCT矩阵和一些其他参数,但是从未记录过MDEC内部指令集
与MJPEG和H.261文件兼容
。80 MIPS的操作性能
直接连接到CPU总线
图形处理单元:
处理2D图形处理独立于CPU上的主3D引擎
最大1670万种颜色(24位颜色深度),
分辨率从256×224到640×480
可调帧缓冲区
无限的颜色查找表
模拟同时背景(用于视差滚动)
平坦或Gouraud阴影和纹理映射
1 MB的VRAM
声音处理单元:
支持多达24个通道的ADPCM源
采样率高达44.1 kHz
512 MB内存
CD-ROM驱动器:
2x,最大数据吞吐量为300 KB / s
XA模式2兼容
CD-DA(CD数字音频)
32 KB缓冲区
BIOS:
存储在512 KB ROM上
索尼
存储卡禁止访问:
EEPROM中有128 KB的空间
开发控制台:具有8MB RAM的SCPH-5502,MM3 Modchip,PAL 60色彩修改(用于NTSC),PSIO切换板,用于RGB和串行输出的DB-9中断接头连接器以及具有CAETLA 0.34的Xplorer。
PlayStation开发PC: Windows 98 SE,奔腾3(400MHz),128MB SDRAM,DTL-H2000,DTL-H2010,DTL-H201A,DTL-S2020(带有4GB SCSI-2 HDD),21英寸Sony G420,CD-R刻录机, 3.25英寸和5.25英寸软盘驱动器,ZIP 100软盘驱动器和IBM Model M键盘。
英语原版:
Manufacturer: Sony Computer Entertainment.
Generation: Fifth Generation era.
PlayStation:
JP December 3, 1994,
NA September 9, 1995,
EU September 29, 1995,
AUS November 15, 1995.
PSone:
JP July 7, 2000,
NA September 19, 2000.
PlayStation / PSone Overview Information:
16.7 Million Colours
Resolution: 256x256 (min) - 640x480 (max)
Sprite/BG Drawing
Adjustable Frame Buffer
No Line Restriction
Unlimited CLUTs (Color Look-Up Tables)
4,000 8x8 Pixel Sprites with individual Scaling and Rotation
Simultaneous Backgrounds (Parallax Scrolling)
360,000 Polygons/sec
CPU: MIPS R3000A-Family R3051 @ 33.8688 MHz
Media: CD-ROM
Storage Capacity: Memory card
Discontinued: March 23, 2006
Units Sold: 102 million
Best-selling game: Gran Turismo - 10.85 Million Shipped (as of April 30, 2008)
Central Processing Unit:
(R3051) MIPS R3000A-Compatible 32-bit RISC Chip running at 33.8688 MHz
The chip is manufactured by LSI Logic Corp, with technology licensed from SGI
Operating Performance of 30 MIPS (Million Instructions Per Seccond)
Bus bandwidth 132 MB/s
4 KB Instruction Cache
1 KB non-associative SRAM Data Cache
2 MB of main RAM
Geometry Transformation Engine:
Resides inside the main CPU chip, giving it additional vector math instructions used for 3D graphics
Operating Performance of 66 MIPS
360,000 flat-shaded Polygons per second
180,000 Texture Mapped and Light-Sourced Polygons per second
Theoretical Polygon count in optimal conditions given by Sony
1 Million flat-shaded Polygons per second
500,000 Texture Mapped and Light-Sourced Polygons per second
Data Decompression Engine:
Also residing within the main CPU, it is responsible for decompressing images and video
Documented Device Mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB Macroblock
Output data may be transferred directly to the GPU via DMA
It is possible to overwrite IDCT matrix and some additional parameters, however the MDEC internal instruction set was never documented
Compatible with MJPEG and H.261 files
Operating Performance of 80 MIPS
Directly Connected to the CPU Bus
Graphics Processing Unit:
Handles 2D graphics processing separate from the main 3D engine on the CPU
Maximum of 16.7 Million Colors (24-bit Color Depth)
Resolutions from 256 × 224 to 640 × 480
Adjustable Frame Buffer
Unlimited Color lookup tables
Emulation of simultaneous backgrounds (for parallax scrolling)
Flat or Gouraud Shading and Texture Mapping
1 MB of VRAM
Sound Processing Unit:
Supports ADPCM sources with up to 24 channels
Sampling rate of up to 44.1 kHz
512 KB of Memory
CD-ROM Drive:
2x, with a maximum data throughput of 300 KB/s
XA Mode 2 Compliant
CD-DA (CD-Digital Audio)
32 KB buffer
BIOS:
Stored on 512 KB ROM
Access is prohibited by Sony
Memory Card:
128 KB of space in an EEPROM
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.