PlayStation Portable Specs
CPU Core
MIPS R4000 32-bit core
128-bit Bus
333MHz, 1.2V
8MB eDRAM main memory
2.6GB/sec Bus Bandwidth
I-Cache, D-Cache
2.6GFlops, FPU, VFPU (Vector Unit)
3D-CG extened instructions
Media Engine
MIPS R4000 32-bit core
333MHz, 1.2V
128-bit bus
2MB eDRAM sub memory
90nm CMOS manufacturing process
Graphics Core 1
2MB VRAM
5.3Gbps bus bandwidth
3D Curved Surface + 3D Polygon
Compressed Texture
Hardware Clipping, Morphing, Bone
Hardware Tessellator
Bezier, B-Spline (NURBS)
- reduce program, data,
- reduce memory footprint & bus traffic
Graphics Core 2
Rendering Engine + Surface Engine
256-bit bus, 166MHz, 1.2V
2MB VRAM
5.3Gbps bus bandwidth
664M pixels/sec fill rate
Max. 33M polygons / sec
24-bit full color
Sound Core
VME (Virtual Mobile Engine)
166MHz, 1.2V
128-bit bus
5 billion operations / second
3D Sound, 7.1 Channel
Support ATRAC3 Plus, AAC, MP3
Reconfigurable DSP engine
Media
UMD; Universal Media Disc, 60mm diameter
660nm Laser Diode
1.8GB Dual Layer
11Mbps transfer rate
Shock Proof
Secure ROM by AES
Unique Disc ID
Display
4.5" TFT LCD with 16:9 widescreen display
480 x 272 pixels, 24-bit full color
Communication
Wireless LAN (802.11) [Hotspots, Home Server, ...]
IrDA infrared wireless communication [PSP, Mobile Phone,...]
USB 2.0 [PSP, PS2, PC, ...]
Memory Stick
Controller
- directional pad, analog stick
- circle, cross, triangle, square, L1, R1, Start, Select buttons
Misc
MPEG4 AVC Decoder
Rechargeable Lithium ion battery
AV input / output
Headphone output
Launch Schedule Prototype: E3 2004 in May 2004
Title Lineup: Tokyo Game Show 2004
Worldwide Launch: Q4 2004
ProgrammingSimilar to the Original PlayStation
PSP Libraries
Middleware
Sample Code
Simple Programmable Field
* Media Engine and VME/AVE are not user programmable.
N64's fillrate is something well below 100M pixels/sec, probably like 30-40M pixels/sec - and N64's floating point performance is around 100 MFLOPs for the CPU and 100 MFLOPs for the RCP (graphics processor)
PSP's fillrate is 664M pixels/sec. and floating point performance is 2.6 GFLOPs.
Dreamcast has a 100M Pixel/sec fillrate and floating point performance of 1.4 GFLOPs.
GameCube's fillrate is 648M pixels/sec. so PSP not only has a higher raw pixel fillrate GC, it needs to use less because its screen is lower res than Gamecube's display on a tv, or that of any console.
In terms of polygon performance and fillrate, the PSP and Gamecube seem very close.
in fact, PSP is somewhat higher in both. GC's raw polygon spec is like 25 or 30M polygons (I forget the exact figure) PSP's is 33m polygons. pixel fill rate of PSP and GC seems nearly identical on paper, although Gamecube's fillrate includes trilinear filtering, dont know about PSP. even so, this is damn impressive for a handheld.
The only area where Dreamcast and Gamecube beat PSP is in amount of memory, but again, PSP will be more efficient because it needs to fill less pixels/less space, because of its smaller, lower resolution display compared to a 640x480 screen.
PSP is not only a massive, massive leap beyond GBA, its also a huge leap beyond N64, and conciderably more powerful than Dreamcast in most areas. PSP is closer to Gamecube than it is to N64.
And these are just raw specifications. not some over-blown hype. PSP is not God, its simply a powerful handheld. I have every reason to believe that Nintendo will surpass PSP with its own next-gen portable in 2004 or 2005.