The Playstation GPU 600nm was a performance-segment gaming console graphics solution by Sony, launched on December 3rd, 1994. Built on the 600 nm process, and based on the GTE graphics processor, in its CXD8514Q variant, the device does not support DirectX. The GTE graphics processor is an average sized chip with a die area of 128 mm² and 1 million transistors. It features 2 pixel shaders and 1 vertex shader 3 texture mapping units, and 1 ROP. Sony includes 1 MB VRAM memory, which are connected using a 32-bit memory interface. The GPU is operating at a frequency of 53 MHz, memory is running at 33 MHz. Its power draw is rated at 11 W maximum. The console's dimensions are 270 mm x 60 mm x 188 mm, and it features a igp cooling solution. Its price at launch was 299 US Dollars.
Playstation:
SCPH-100x = 1.5 kg (3.31 lbs), 10.5W / December 3rd, 1994
SCPH-300x = 1.5 kg (3.31 lbs), 10.5W / July 21st, 1995
SCPH-500x = 1.5 kg (3.31 lbs), 9.8W / June 22nd, 1996
SCPH-550x = 1.4 kg (3.09 lbs), 9.0W / November 15th, 1996
GTE GPU Notes
Handles display of graphics, control of framebuffer, and drawing of polygons and textures
Handles 2D graphics processing, in a similar manner to the 3D engine
RAM:
1 MB VRAM for framebuffer (models SCPH-500x and up contained SGRAM)
2 KB texture cache (132 MB/s memory bus bandwidth, 32-bit wide)
64 bytes FIFO buffer
Features:
Adjustable framebuffer (1024×512)
Emulation of simultaneous backgrounds (to simulate parallax scrolling)
Mask bit
Texture window
Dithering
Clipping
Alpha blending (4 per-texel alpha blending modes)
Fog
Framebuffer effects
Transparency effects
Render to texture
Offscreen rendering
Multipass rendering
Flat or Gouraud shading and texture mapping
No line restriction
Colored light sourcing
Resolutions:
Progressive: 256×224 to 640×240 pixels
Interlaced: 256×448 to 640×480 pixels
Colors:
Maximum color depth of 16,777,216 colors (24-bit true color)
57,344 (256×224) to 153,600 (640×240) colors on screen
Unlimited color lookup tables (CLUTs)
32 levels of transparency
All calculations are performed to 24 bit accuracy
Sprite engine:
1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation
256×256 maximum sprite size
Special sprite effects:
Rotation
Scaling up/down
Warping
Transparency
Fading
Priority
Vertical and horizontal line scroll
Oscillator readings:
"Geometry Transformation Engine" (GTE) clocked at 53.69 MHz
VRAM Memory clocked at 67.73 MHz