1) ¿En la creación de consolas portátiles tal vez?
2) Simplemente, miras una GCN por dentro, el tamaño de sus piezas y del GOD. ¿Vale? Mira unas fotillos majas:
Ahora la GBA:
¿Alguna duda?
PSP:
PSP CPU Core
MIPS R4000 32-Bit Core
128 bits Bus
1~333 MHz @ 1.2V
Main Memory: 32MB (eDRAM)
Bus Bandwidth: 2.6 GB/sec
Sub Memory: 2MB (OD RAM) @ 2.5 GB/sec
I-Cache, D-Cache
FPU, VFPU (Vector unit): @ 2.6 GFlops
3D-CG Extended Instructions
90nm CMOS
PSP Graphics Core 1
3D Curved Surface + 3D Polygon
Compressed Texture
Hardware Clipping, Morphing, Bone(
Hardware Tessellator
Bezier, B-Spline(NURBS)
Ex: 4×4,16×16,64×64 sub-division
Reduce program /data
Reduce memory footprint & bus traffic
PSP Graphics Core 2
?Rendaring Engine?+?Surface Engine?
256bit Bus, 1-166 MHz @1.2V
VRAM: 2MB(eDRAM)
Bus Bandwidth: 5.3GB/sec
Pixel Fill Rate: 664 M pixels/sec
Max 33 M polygon /sec(T&L)
24bit Full Color: RGBA
PSP Sound Core
Reconfigurable DSPs
128 bits bus
166 MHz @ 1.2V
5 Giga operation/sec
3D Sound, Multi Channel
Synthesizer, Effecter
AVC Decoder
AVC(H.264) Decoder
Main Profile
Baseline Profile
@Level1,Level2,Level3
2Hours (High Quality)~DVD Mobie
4Hours (Standard Quality)~CS Digital
Input/Output
USB 2.0
Memory Stick
Extension Port (Reserved)
Stereo Head phone Out
Digital Keypad
Triangle, Circle, X, Square, L1, R1, Start, Select
One analog joystick
Communication
Wireless LAN(802.11) [Hotspots, Home Server, etc.]
IrDA [PSP, Mobile Phone, etc.]
USB 2.0 [PSP, PS2, PC, etc.]
System Features
Vector Floating Engines
Reconfigurable DSP Engine(VME)
Advanced 3D Graphics Engine
AVC(MPEG4) Decoder
AES Crypto System
1.8GB UMD
3D-CG Game
7.1ch Audio, 3D Sound
ATRAC3 plus, AAC, MP3 for Music
AVC/@MP for Picture/Movie
16:9 Widescreen TFT LCD
Embedded Wireless LAN (802.11)
Li-ion Battery
Extension for GPS, Digital Tuner, etc.
Programming
Similar to the Original Playstation
PSP Libraries
Middleware
Sample Code
Simple Programmable Field
Media Engine is not user programmable
VME/AVC are not user programmable
GC SP (basado en los rumores, claro)
MPU ("Micro Processing Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron IBM Copper Wire Technology
Clock Frequency
485 MHz
CPU Capacity
1125 Dmips (Dhrystone 2.1)
Internal Data Precision
32-bit Integer & 64-bit Floating-point
External Bus
1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way)
L2: 256KB (2 way)
System LSI
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2 MB
Sustainable Latency: 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1 MB
Sustainable Latency: 6.2 ns (1T-SRAM)
Texture Read Bandwidth
10.4 GB/second (Peak)
Main Memory Bandwidth
2.6 GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Image Processing Functions
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter
Audio Processing
(Incorporated into the System LSI)
Sound Processor
Custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM & PCM encoding
Sampling Frequency
48KHz
Performance
Floating-point Arithmetic Capability
10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory "Splash"
40 MB
Main Memory
24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency
A-Memory
16 MB 81 MHz DRAM
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3-inch Nintendo GameCube Disc based on Matsushita's Optical Disc Technology
Capacity
Approx. 1.5GB