YOU ARE BIDDING ON A LIKE NEW, EXCELLENT CONDITION PLAYSTATION 2 BY SONY.
BUNDLE COMES WITH:
PLAYSTATION 2 CONSOLE
RCA CABLE
CONTROLLER
AC/DC CORD
GAMES: DEAD TO RIGHTS STATE OF EMERGENCY SSX GRAND TURISMO 3 A-SPEC ESPN 2K5 NBA LIVE 2002
THIS SONY PLAYSTATION HAS BEEN KEPT IN A TIGHTLY SEALED BOX AND PLAYED RARELY. ALL ITEMS AND ACCESSORIES ARE IN EXCELLENT CONDITION AND WORK PROPERLY.
INFO
The PlayStation 2 (often shortened to PS2) is a sixth-generation video game console manufactured by Sony. The successor to the PlayStation, and the predecessor to the PlayStation 3, the PlayStation 2 forms part of the PlayStation series of video game consoles. Its development was announced in March 1999 and it was released a year later in Japan. Its primary competitors were Sega's Dreamcast, Microsoft's Xbox, and Nintendo's GameCube.
The PS2 is the best-selling console to date, having reached over 138 million units sold as of August 18, 2009 and a software library projected to exceed 1,900 games in 2009. Twenty games are scheduled to be released in 2010, giving the PS2 a marketable life of over 10 years, thus continuing the sixth generation. Only a few million people had obtained consoles by the end of 2000 due to manufacturing delays. Directly after its release, it was difficult to find PS2 units on retailer shelves. Another option was purchasing the console online through auction websites such as eBay, where people paid over one thousand dollars for a PS2. The PS2 initially sold well partly on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation — another major selling point over the competition. Later, Sony added new development kits for game developers and more PS2 units for consumers. A notable piece of advertising for the PS2 launch was accompanied by the popular "PS9" television commercial. It was to be the epitome of development, toward which the PS2 was the next step. The ad also presaged the development of the PlayStation Portable (first released in Japan on December 12, 2004). Many analysts predicted a close three-way matchup between the PS2 and competitors Microsoft's Xbox and the Nintendo GameCube (GameCube being the cheapest of the three consoles and had an open market of games); however, the release of several blockbuster games during the 2001 holiday season maintained sales momentum and held off the PS2's rivals. Although Sony, unlike Sega with its Dreamcast, placed little emphasis on online gaming during its first years, that changed upon the launch of the online-capable Xbox. Sony released the PlayStation Network Adaptor in late 2002 to compete with Microsoft, with several online first–party titles released alongside it, such as SOCOM: U.S. Navy SEALs to demonstrate its active support for Internet play. Sony also advertised heavily, and its online model had the support of Electronic Arts. Although Sony and Nintendo both started out late, and although both followed a decentralized model of online gaming where the responsibility is up to the developer to provide the servers, Sony's attempt made online gaming a major selling point of the PS2. In September 2004, in time for the launch of Grand Theft Auto: San Andreas, Sony revealed a new, slimmer PS2 (see Hardware revisions). In preparation for the launch of the new model (SCPH-70000), Sony stopped making the older model (SCPH-5000x) to let the distribution channel empty its stock of the units. After an apparent manufacturing issue—Sony reportedly underestimated demand—caused some initial slowdown in producing the new unit caused in part by shortages between the time the old units were cleared out and the new units were ready. The issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, British sales totalled 6,000 units — compared to 70,000 units a few weeks prior. There were shortages in more than 1700 stores in North America on the day before Christmas.
Technical Specifications
The specifications of the PlayStation 2 console are as follows, with hardware revisions:
Emotion Engine CPU
Graphics Synthesizer GPU
Graphics Synthesizer as on SCPH39000.
Older EE+GS that does not incorporate system memory (Found in Older Charcoal Black Slim PS2s. (SCPH-70001).
ASIC that incorporates the EE, GS, and system memory (found in silver slim PS2s. Model SCPH-79000).
The I/O Processor, containing a MIPS R3000-based CPU used in the PlayStation 1 and I/O logic
CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
System Memory: 32 MB(32 × 220 bytes) Direct Rambus or RDRAM
Memory bus Bandwidth: 3.2 gigabytes per second
Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.
VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
Parallel performs transformations in parallel in the same moment
Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
Stage 2: VU1 does colors, lights and effects per triangle)
VU1 typically used for polygon transformations, lighting and other visual based calculations
Texture matrix able for 2 units (UV/ST)[36]
Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
FPU 0.64 gigaFLOPS
VU0 2.44 gigaFLOPS
VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
3D CG Geometric transformations under curved surfaces: 16 million polygons per second
3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
Compressed Image Decoder: MPEG-2
I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
Cache memory: Instruction: 16 KB(16 × 210 bytes), Data: 8 KB + 16 KB (ScrP)
Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
Pixel pipelines: 16
Video output resolution: variable from 256x224 to 1280x1024 pixels
4 MB (4 × 220 bytes) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
Texture buffer bandwidth: 9.6 GB/s
Frame buffer bandwidth: 38.4 GB/s
DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
Dedicated connection to: Main CPU and VU1
Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
GS effects: AAx2 (poly sorting required)[37], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
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)
Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
I/O Processor
CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original Playstation format games.
Sub Bus: 32-bit
Connection to: SPU and CD/DVD controller.
Interfaces:
2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)
FireWire (only in SCPH 10xxx – 3xxxx)
Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
2 USB 1.1 ports with an OHCI-compatible controller.
Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.
Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Double-Layer). Later models (starting with SCPH-50000) are DVD+RW, and DVD-RW compatible.
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