Chris%20Foster - PowerPoint PPT Presentation

About This Presentation
Title:

Chris%20Foster

Description:

Supports DVDs, Audio CDs, PSX CDs, PS2 DVDs. 4.7 Proprietary DVD. 4x DVD-ROM. 24x CD-ROM ... PS2 has 10 FMACs. Itanium Contains Only 4! Each FMAC Computes One ... – PowerPoint PPT presentation

Number of Views:78
Avg rating:3.0/5.0
Slides: 33
Provided by: thib
Learn more at: https://users.rowan.edu
Category:
Tags: 20foster | chris | ps2

less

Transcript and Presenter's Notes

Title: Chris%20Foster


1
  • Chris Foster
  • Brian Moore
  • Scott Thibaudeau


2
Overview
  • I/O
  • EE Emotion Engine!!
  • Graphics Synthesizer
  • Comparison

3
System Overview
RDRAM
Graphics Synthesizer
Digital RGB
Emotion Engine
Analog RGB
IEEE1394
Digital L/R
IO Processor
Sound Processor
USB (x2)
Analog L/R
Controller
SRAM
OS ROM
PCMCIA Interface
DVD
4
Controllers
  • Two controller ports
  • PS2 Dual Shock 2!
  • Directional Pad
  • Force Feedback
  • 15 buttons
  • All but Start/Select are ANALOG!

5
Memory Cards/Ports
  • 8 Mb storage capacity
  • Transfer rate 250 times that of PSX memory cards
  • Incorporates MagicGate

6
DVD/CD-ROM
  • Supports DVDs, Audio CDs, PSX CDs, PS2 DVDs
  • 4.7 Proprietary DVD
  • 4x DVD-ROM
  • 24x CD-ROM
  • DVD video playback
  • Built into hardware

7
Miscellaneous Ports
  • IEEE1394 Standard i.LinkTM firewire
  • Expansion Unit for network interface
  • One Type III PCMCIA card slot
  • Flash Memory
  • Small Hard Drives
  • 2 USB Ports

8
Input/Output Processor
  • Handles all input and output
  • PSX Core Processor
  • 33.8688MHz or 36.864MHz (Selectable)
  • 2 MB Memory
  • 32-bit Bus
  • Interfaces with i.LinkTM, USB, Controller and
    Memory ports

9
The Emotion Engine Designed By Toshiba Combinatio
n CPU and DSP Processor Simulates Massive 3D
worlds
10
The Emotion Engine
Geometry Calculations Physics calculations AI Data
Transfers
  • MIPS IV CPU core
  • Two Vector Processing Units
  • Floating-point Coprocessor (FPU)
  • Image Processing Unit (MPEG2 decoder)
  • 10-channel DMA controller
  • Graphics Interface Unit (GIF)
  • RDRAM interface and I/O interface

11
Geometry Perspective Transformation 66
Million Polygons/sec Lighting 38 Million
Polygons/sec Fog 36 Million Polygons/sec Curve
d Surface Generation (Bezier) 16Million
Polygons/sec Image Processing Unit MPEG2
Macroblock Layer Decoder Image Processing
Performance 150Million Pixels/sec
12
DSP Features
Most Important DSP Feature Today the MAC Vector
Calculations Dot Product Summing of
Products x0x1 y0y1 z0z1 PS2 has 10
FMACs Itanium Contains Only 4! Each FMAC
Computes One 32-bit Floating-point MAC Operation
per Clock Cycle
13
DSP Processor Requirement 2 Memory
Bandwidth Memory Availability New Caching Method
Solution Increase the Pipe while Decreasing the
Bucket
Dynamic Media App
Static Application
14
Static Application High Degree
of Instruction-level Parallelism
Dynamic Media App High Degree of Data Parallelism
PS2 has Moved to SIMD (Single Instruction
stream, Multiple Data streams)
15
Caching on the PS2
DMAC Coordinates Transfers on the 128 and 64-bit
Data Paths L1 Cache 16K Ins. 32K Data SPRAM
16K VU0 Cache 32K VU1 Cache 32K PIII has 3X
the Amount of Cache as the PS2
16
Busting Out All Over
VU Caches Too Small to Hold Models PS2 Code
Data Constantly Streamed Over Wide Internal
Buses Results in 10 Channel DMAC Being Used at
Near Capacity
17
(No Transcript)
18
Two Independent Vector Processing Units
CPU FPU Basic Program Control and
Housekeeping CPU FPU VU0 Behavior Synthesis
and Physics Calculations VU1 Generates Display
Lists IPU Image Decompression
FPU and VU0 Coprocessors for CPU Core
GS and VU1 Tied Together with GIF
19
Parallel Connection
Both Groups Sending Display Lists to GIF
Main Memory
VPU1
VPU0
Rendering Engine
SPRAM
CPU
20
Serial Connection
CPU/FPU/VU0 Acting as a Preprocessor for VU1
VPU0
VPU1
SPRAM
CPU
Rendering Engine
21
CPU core 128bit RISC (MIPS IV-subset) Clock
Frequency 300MHz Integer Unit 64bit (2-way
Superscalar) Multimedia extended
instructions 107 instructions at 128bit
width Integer General Purpose Register 32 at 128
bit width TLB 48 double entries Instruction
Cache 16KB (2-way) Floating Point Performance
6.2GFLOPS
Data Cache 8KB (2-way) Scratch Pad RAM 16KB
(Dual port) Main Memory 32MB (Direct RDRAM
2ch_at_800MHz) Memory bandwidth 3.2GB/sec DMA 10
channels Co-processor1 FPU (FMAC x 1, FDIV x
1) Co-processor2 VU0 (FMAC x 4, FDIV x
1) Vector Processing Unit VU1 (FMAC x 5, FDIV x
2)
22
Gate Width 0.18 micron VDD Voltage 1.8
V Power Consumption 15 Watts Metal Layers
4 Total Transistors 10.5 Million Die Size 240
mm2 Package 540pin PBGA
23
Sound ProcessorSpecifications At A Glance
  • Sound "SPU2CPU"
  • Number of Voices ADPCM 48ch on SPU2 plus
    definable, software programmable voices
    (Adaptive Differential Pulse Code Modulation)
  • Sound Memory 2MB
  • Output Frequency Variable up to 48 KHz (DAT
    quality)

Speech processing is important, sir!
24
Graphics SynthesizerSpecifications At A Glance
ON DIE MAIN MEMORY!
  • Clock Frequency 147.456MHz
  • DRAM Bus bandwidth Very High Throughput
  • Pixel Configuration RGBAlphaZ Buffer (24832)
  • Polygon Drawing Rate 75 Million Polygons Per
    Second
  • Screen Resolution Variable from 256x224 to
    1280x1024

With Z-buffering, textures, lighting and alpha
blending (transparency), a sustained rate of 20
Million polygons per second can be drawn
continuously. -Ars Technica
Redundancy for smoothness/error correction
25
4MB On Die VDRAM
  • VRAM is accessible from on die register files
  • VRAM itself is on die
  • VDRAM bus? Register to Main memory all on die?
  • Allows for fast data transfer 48GB/s
  • 2,560 bit wide VDRAM bus!!!!

Polygon Drawing Rate 75 Million /sec (small
polygon) 50 Million /sec (48 Pixel quad with Z
and A) 30 Million /sec (50 Pixel triangle with Z
and A) 25 Million /sec (48 Pixel quad with Z, A
and T)
26
Process Modes
Rendering Engine Visualization -3D Polygon
(triangle, quad, mesh) -2D Sprite -2D/3D Line
-Particle -Point -Photo/Movie (MPEG-2)
Sony optimizes their instruction set to speed up
these specific operations
27
Inside the Beast
  • No. of Pixel Engines 16 (in Parallel)
  • Display output NTSC/PAL
  • Silicon process technology 0.25 µ 4-level metal
  • Total number of transistors 43 Million
  • Die size 279mm2
  • Embedded DRAM 4 MB of multi-port DRAM

Input Highly Parallel Pixel Proccess Instructions
n2,560
Output Geometry Engine
28
Talking ShopPixel Configuration
Pixel Configuration 64-Bit (RGB, Alpha,
Z-Buffer (24,8,32)24-Bits are used for RGB
colors, 8-Bits are used for transparency effects,
and 32-Bits are saved for the Z-Buffer which
keeps track of everything in the 3D environment.)
  • Geometry engine
  • Alpha channel
  • Anti-aliasing
  • Bezier surfacing
  • Gouraud shading
  • Mip mapping
  • Z-buffer

29
Talking ShopGEOMETRY ENGINE Alpha
Channel/Aliasing
  • Alpha Channel/Aliasing
  • Alpha channel
  • Transparency effects are created using
  • high density dark gray Alpha bits.
  • Anti-aliasing
  • Aliasing The jagged stair steps that
  • occur when images are painted from
  • pixels in straight lines.
  • Anti-aliasing Drawing gray pixels
  • around the lines of an image,
  • blurring the lines, minimizes
  • the stair steps and makes
  • an object appear more realistic.

30
Talking Shop GEOMETRY ENGINE Bezier
Surfacing/Gouraud Shading
Bezier Surfacing/Gouraud Shading Bezier
Surfacing A DSP that, approximates a 3D
real-world object Into a 2D polygon structure.
This involves pixel ? triangle ? polygon ?
3d-object transformation. Gouraud Shading This
is a technique (also DSP) that applies
shading For smoothness to a Bezier Surface
3d-object.
31
Talking Shop GEOMETRY ENGINE Mip Mapping
Mip Mapping When it doesnt look the same up
close as it does from far away, youre using MIP
Mapping!
32
Compare and Believe
GAMECUBE Polygons per second 12 million
polygons. PLAYSTATION2 Polygons per second 75
million polygons. XBOX Polygons per second 45
million polygons.
Did we mention that You can run Linux on a PS2?
  • Open Market January
  • Linux Beta This year
  • Linux Emulation
  • for Cluster Parallel Proc.
  • Now

http//ece.eng.rowan.edu/fost1582/PS2
Write a Comment
User Comments (0)
About PowerShow.com