Report an Error

Sony Playstation 2 GPU 250nm

Graphics Processor
GS-250nm
Pixel Shaders
16
Vertex Shaders
2
TMUs
8
ROPs
16
Memory Size
4 MB
Memory Type
eDRAM
Bus Width
2560 bit
GPU Chip
GPU
Back
Back
Angle
Angle
The Playstation 2 GPU 250nm was a performance-segment gaming console graphics solution by Sony, launched on March 4th, 2000. Built on the 250 nm process, and based on the GS-250nm graphics processor, in its CXD2934GB variant, the device does not support DirectX. The GS-250nm graphics processor is an average sized chip with a die area of 279 mm² and 54 million transistors. It features 16 pixel shaders and 2 vertex shaders, 8 texture mapping units, and 16 ROPs. Sony includes 4 MB eDRAM memory, which are connected using a 2560-bit memory interface. The GPU is operating at a frequency of 147 MHz, memory is running at 150 MHz.
Its power draw is rated at 79 W maximum. The console's dimensions are 302 mm x 79 mm x 183 mm, and it features a igp cooling solution. Its price at launch was 299 US Dollars.

Graphics Processor

GPU Name
GS-250nm
GPU Variant
CXD2934GB
Foundry
Sony
Process Size
250 nm
Transistors
54 million
Density
191.8K / mm²
Die Size
279 mm²

Graphics Card

Release Date
Mar 4th, 2000
Generation
Console GPU
(Sony)
Production
End-of-life
Launch Price
299 USD

Clock Speeds

GPU Clock
147 MHz
Memory Clock
150 MHz

Memory

Memory Size
4 MB
Memory Type
eDRAM
Memory Bus
2560 bit
Bandwidth
48.00 GB/s

Render Config

Pixel Shaders
16
Vertex Shaders
2
TMUs
8
ROPs
16

Theoretical Performance

Pixel Rate
2.352 GPixel/s
Vertex Rate
73.50 MVertices/s
Texture Rate
1.176 GTexel/s

Board Design

Length
302 mm
11.9 inches
Width
79 mm
3.1 inches
Height
183 mm
7.2 inches
Weight
2.2 kg (4.85 lbs)
TDP
79 W
Outputs
No outputs

Graphics Features

DirectX
N/A
OpenGL
N/A
OpenCL
N/A
Vulkan
N/A
Pixel Shader
N/A
Vertex Shader
N/A

Console Notes

Playstation 2:
SCPH-1000x
SCPH-1500x
SCPH-1800x

GS-250nm GPU Notes

Playstation 2:
SCPH-1000x
SCPH-1500x
SCPH-1800x
CXD2934GB = GS: 250nm, 279 mm², 53.5 million transistors

Playstation 2:
SCPH-3000x
SCPH-3500x
SCPH-3700x
SCPH-3900x
SCPH-5000x
CXD2944GB = EE+GS: 180nm, 188 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-700Xx
SCPH-7500x
SCPH-7700x
CXD2953AGB = EE+GS: 90nm, 86 mm², 53.5 million transistors

Playstation 2 Slim:
SCPH-7900x
SCPH-9000x
CXD2976GB = EE+RDRAM+SPU2+IOP
CXD2980BGB = GS: 65nm, 60 mm², 53.5 million transistors

Parallel rendering processor with embedded DRAM
"Graphics Synthesizer" (GS) clocked at 147.456 MHz

Programmable CRT controller (PCRTC) for output

Pixel pipelines:
16 without any texture mapping units (TMU), however half of pixel pipelines can perform texturing, so fillrate is either 16 pixels per clock with untextured 2400 Mpixels; or 8 pixels per clock with 1200 megapixels with bilinear texturing, and 1200 megatexels (bilinear).

Video output resolution:
Variable from 256×224 to 1920×1080
4 MB of embedded DRAM as video memory (an additional 32 MB of main memory can be used as video memory for off-screen textures); 48 gigabytes per second peak bandwidth

Texture buffer bandwidth:
9.6 GB/s

Frame buffer bandwidth:
38.4 GB/s

eDRAM bus width:
2560-bit
(1024-bit write, 1024-bit read, 512-bit read/write)

Pixel configuration:
RGB:alpha, 24:8, 15:1; 16-, 24-, or 32-bit Z-buffer

Display color depth:
32-bit (RGBA: 8 bits each)
Dedicated connection to main CPU and VU1

Overall pixel fillrate:
16 × 147 Mpix/s = 2.352 gigapixel/s
1.2 gigapixel/s (with Z-buffer, alpha, and texture)
With no texture, flat shaded: 2.4 Gpix/s (75,000,000 32-pixel raster triangles)
With 1 full texture (diffuse map), Gouraud shaded: 1.2 Gpix/s (37,750,000 32-bit pixel raster triangles)
With 2 full textures (diffuse map and specular, alpha, or other), Gouraud shaded: 0.6 Gpix/s (18,750,000 32-bit pixel raster triangles)

Texture fillrate:
1.2 Gtexel/s

Sprite drawing rate:
18.75 million/s (8×8 pixels)

Particle drawing rate:
150 million/s

Polygon drawing rate:
75 million/s (small polygon)
50 million/s (48-pixel quad with Z and A)
30 million/s (50-pixel triangle with Z and A)
25 million/s (48-pixel quad with Z, A and T)
16 million/s (75-pixel triangle with Z, A, T and fog)
VESA (maximum 1280×1024 pixels)
3 rendering paths (path 1, 2 and 3)

Graphics Synthesizer as found in SCPH-390xx
GS effects include: read-write textures, emboss bump mapping, Dot3 bump mapping (normal mapping), multiple-light sources, per-vertex lighting, volumetric fog, mipmapping, LOD, spherical harmonic lighting, high dynamic range (HDR) rendering, motion blur, heat haze, bloom, depth of field, shadow volumes, shadow mapping, lightmapping, environment mapping, render-to-texture, alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), NURBS, Bezier curves, Bezier surfaces, B-splines, offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling.
Multi-pass rendering ability

Four passes:
300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)
Apr 26th, 2024 00:19 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts