=============================================================================== Sony PlayStation (SONY PS) FREQUENTLY ASKED QUESTIONS +--------------+ +======\\ || +======= | Sept 26 1995 | || \\ || // | Version 1.5 | || || || || || || +--------------+ || || || || |+=== |+=== ||_____// || \\ || || || || +======+ || || ## || || _====+ \\ // \\ || _====+ || +===+ |+===+ || || ____|| \\// || || ____|| || || // \\ || || || || // || // || || // || || || || || || || || || || || // // \\ || || \\ || \\ // || || || || +===|| // ========+ +=== +===|| +=== || +===+ || || // // =============================================================================== * MAINTAINED AND PRODUCED by: James Dunford (J.Dunford@lmu.ac.uk) =============================================================================== - CONTENTS - (1) What is this FAQ for? (2) What is the Sony PlayStation (aka Sony PSX)? (3) What is the history of the Sony PlayStation? (4) Who is supporting the Sony PlayStation? (5) Where/when will it be available? And for how much!? (6) What do you get for your money? (7) What are the differences between the US and European releases? (8) What is the best way to view a PS (or any Next Gen thing) (9) Will the American, European, and Japanese PlayStation be compatible? (10) Which machines can/will be compared to the PlayStation? (11) Which PlayStation should I buy? (12) What is the arcade connection? (13) Technical Specifications (a) CPU (b) Geometry Transfer Engine (GTE) (c) Data Decompression Engine (MDEC) (d) Memory (e) Graphics Processing Unit (GPU) (f) Sound (g) Graphics (h) CD-ROM Drive (i) I/O System Overview (j) Operating System (O/S) (k) Peripherals (14) PlayStation to RGB SCART Connection (15) Release Sheet (16) On-Line Resources (17) Off-Line Resources (18) Rumours!!! (19) Acknowledgements (20) Other Stuff... =============================================================================== (1) What is this FAQ for? This is my attempt to gather as much useful information regarding the Sony PlayStation as possible, and to present it in a concise, readable form that answers many of the repeated questions that are posted to rec.games.video.sony and rec.games.video.misc every day. I am only covering Western releases, since I have no way of accessing accurate information from Japan and the many of titles will never be seen here in the West as official releases (Patchinko games!). However I will keep track of important releases by the major players Namco, Konami, Taito etc. =============================================================================== (2) What is the Sony PlayStation!? The Sony PlayStation, aka PSX, is the initial video gaming console by electronics giant, the Sony Corporation of Japan. The Sony PlayStation has been admittedly been in development for the last 2 or 2.5 years - remember the SNES CD!? Development included both working with LSI Logic Technologies and creating a video game/electronic media department, known as the Sony Computer Entertainment of Japan (SCE) The PlayStation is the initial hardware entry by the Sony Corp. into the video gaming arena. The release in Japan in December 1994 has been a resounding success with sales of over a million units (as of Summer '95). The US release in September 1995, was also a success, selling 100,000 units in the first weekend of being on sale. The PlayStation is pitching against the current 'next generation' of consoles, which include: 3DO; 3DO M2; Sega 32X; Sega Saturn; Atari Jaguar; Atari Jaguar CD; and Nintendo Ultra 64 Technically, the PlayStation is a 32-bit RISC, CD-ROM/XA2 based video game console. The PlayStation is capable of spectacular graphic effects that include: high volume of texture-mapped polygons, incredible sprite renditions, hardware tri-axial rotation, and gourard shading, among others. Although 3D is seemingly stressed in the majority of the scheduled games, there is a built-in sprite engine Also, instead of having on board RAM for saving game positions and games (like Sega Saturn); Sony Corp. has opted for a 'Neo-Geoish' option, which utilises memory cards PlayStation has two ports for two memory cards. The PS has a built in communications port that will allow linking of two PSs via the Combat cable. See for more developments. =============================================================================== (3) What is the history behind the PlayStation!? The Sony PlayStation actually has a history... a quite controversial one at that. The PlayStation is the product of the un-consummated relationship between the Sony Corp. and Nintendo of Japan. The PlayStation was the name and designation of the SNES CD-ROM. NOJ and the Sony Corp. briefly combined in a joint effort in order to create a CD-ROM peripheral for the SNES; for the purpose of competing with the Sega-CD. However, NOJ suddenly defaulted on the agreement and re-announced the SNES CD, to be developed by Phillips Electronics; an European corporation. This version of the SNES CD never came to fruition, and the Sony Corp. was stuck with a working model of the SNES CD; known as the PlayStation. What to do!? Well, the Sony Corp. enhanced it, combined with LSI Logic Technologies for chip design(s), and finally released it into competition with the 'next generation' consoles; with its sights set primarily upon the Nintendo Ultra 64. =============================================================================== (4) Who is supporting the Sony PlayStation!? Sony have created three new divisions to cover the three main markets. Sony Computer Entertainment Japan (SCE), Sony Computer Entertainment America (SCEA), and Sony Computer Entertainment Europe (SCEE). Supporting the Sony Playstation are a number quality software developers. This list includes: Konami, Capcom, Technosoft, Namco, Taito, SunSoft, UBI ASoft, Psygnosis and Takara. SCEA has attracted over 160 third party licensees in North America alone and over 400 worldwide to partner with the company. The major industry players with a full commitment to supporting PlayStation including Acclaim, Electronic Arts, Crystal Dynamics, Time Warner Interactive, Williams, Interplay, Virgin. See 'Rumours' for other developers. =============================================================================== (5) Where/when will it be available? And for how much!? +------------------+-----------+-----------------------+-------------+ | Location | Model | Release Date | Price | +------------------+-----------+-----------------------+-------------+ | Japan | SCPH-1000 | December 2, 1994 | Yen 39800 | | Japan | SCPH-3000 | July 21, 1995 | Yen 29800 | | USA | SCPH-1001 | September 9, 1995 | US$ 299 | | USA + Ridge Racer| | Late September, 1995 | US$ 349 | | Canada | | September 9, 1995 | CAD 430 | | Germany | | September 21, 1995 | DM 599 | | Britain | | September 29, 1995 | UKS 299 | | Finland | | September 29, 1995 | | | Norway | | September 29, 1995 | NOK 2990 | | Sweden | | September 29, 1995 | SEK 3200 | | Australia | | October 13, 1995 | $695 | +------------------+-----------+-----------------------+-------------+ * PlayStation II and III The PlayStation II and III are already planned, but don't let that stop you from buying the PlayStation I, as the PS II is planned for 1998 and PS III in 2003. So relax and get on with it. =============================================================================== (6) What do you get for your money? Depending on which country you live, depends on what you get. This is the line up for the US. * PlayStation base unit (H 60mm x W 270mm x D 188mm) * One controller * A Stereo AV cable (Audio L+R and composite video) * A Sampler CD * A Power cable (Wahey!) * An instruction book In the USA A pack-in game is planned for Late September/ Early October with Ridge Racer, which will save you $10, the bundle costing $349 dollars. The sampler CD contains playable games demos, Toshinden (1 bout vs ); ESPN Extreme (1 track rollerblade); Jumping Flash (1 level); and Wipeout (1 level). The disk also 8 non-playable demos and intros of more titles. (Kileak - The DNA Imperative, Philosoma, Tekken, Air Combat, Twisted Metal, Ridge Racer, Destruction Derby and Warhawk) If you registered (paid a deposit) with a shop for your PS before 27th August '95, you also qualified for the "Hear It Now! Play It Later!" Sampler CD. It contains several tracks of music (from Sony recording artists The The, Dag, Korn, Mother May I and Dandelion) which can be heard on standard compact disc players. When the PlayStation arrives in stores on September 9th, you can use the disk to access nine separate impressive visual demonstrations from a plain-text menu overlaid on a gyrating rainbow background. Each demonstration shows off a functional asset of the PlayStation hardware and does so in a dramatic way, whether it's frame rate and speed, image clarity, number of objects or texture-mapping power. This is a list of each demo. (Also Ref: Demo controller button list By George Cifrancis version 1.0 (9-14-95)) * Title Screen: A moving rainbow backdrop provides a little excitement for some drab text. * Balls Begins with a single coloured and shaded ball (a sprite) bouncing up and down off of the walls. Your controller increases the number of balls until thousands are simultaneously moving on screen without any slowdown or glitching. Up: Adds Balls Down: Subtracts Balls L1: Freezes screen when held down Select: Quits Demo * Diffusion Begins with a cube made up of coloured flat pieces which explode in three dimensions out at the screen. The demonstration cycles repeatedly as your controller allows you to adjust the viewing angle and change the flat pieces to shaded ball sprites. L1: Changes from flat squares to balls L2: Toggles transparency?? Triangle, Square, Circle and Cross buttons: rotate object Select: Quits Demo * Rcube Begins with a set of shaded polygonal cubes spinning in a matrix resembling a larger cube. Using the controller, you change the flat-shaded cubes to Gouraud-shaded, texture-mapped or transparent cubes, toggle a fog effect on or off, and change the viewing angle of the matrix. Pressing one button will shatter the cube into bouncing pieces. L1: drops cubes on the ground (hitting L1 repeatedly bounces surface) R1: Seems to change cube colors (also restores cubes after hitting L1) L2: Zooms out R2: Zooms in Thumb Pad Up: Rotates Cubes Up Thumb Pad Down: Rotates Cubes Down Thumb Pad Right: Rotates Cubes Left Thumb Pad Left: Rotates Cubes Right Triangle: Cycles cubes from solid, transparent, goraud shaded? and texture mapped Square: toggles black and white background Select: Quits demo * Mat Begins with a single frog-like creature hopping and casting a shadow on a flat polygonal mat. Your controller increases the number of creatures and changes the viewing angle of the scene. Thumb Pad Up: Rotates Mat Up Thumb Pad Down: Rotates Mat Down Thumb Pad Right: Rotates Mat Left Thumb Pad Left: Rotates Mat Right Triangle: Adds creatures Cross: Subtracts creatures Select: Quits demo * Oden Begins with a Gouraud-shaded box, cone and sphere appearing on screen. Using the controller, you can opt to texture map any or all of the shapes while spinning them and adjusting the viewing distance. After brief self running demo.... triangle,square,circle and cross buttons: rotate objects L1,L2,R1,R2 and Thumpad changes RGB light source positions Various combinations of L1,L2,R1,R2 and triangle,square,circle and cross buttons change the various light sources intensities. Thumb Pad Down: makes all 3 objects goraud shaded? Thumb Pad Right: puts brick texture map on cube Thumb Pad Left: puts brick texture map on sphere Thumb Pad Up: puts brick texture map on cone Select: Zoom In Start: Zoom out Both Start and Select: ends demo * Movie Begins with a young Asian woman applying make-up and shows incredibly crisp, highly detailed video of clouds over a bridge, a bee hive, computer-generated morphing shapes and underwater scenes, among other things. You cannot control this demonstration except to stop it. Select: quit * Texture Movie Begins with a small window in the bottom right corner containing looping snippet from the aforementioned Asian woman makeup scene, and a single, slow-moving globe with the same scene texture-mapped on its outer surface. Using the controller, you can change the position of the globe and increase the number of globes from one to three. Thumb Pad Up: adds video spheres Thumb Pad Down: removes video spheres (if more than one) Triangle,square,circle and cross buttons: rotate video sphere(s) L1: Zoom Out R1: Zoom In Select: quits demo * Manta Begins with a manta ray swimming in the depths of the ocean, surrounded by fish. You can change the manta's position with the controller. Start: Zoom In Select: Zoom Out Triangle,square,circle and cross buttons: rotate manta Thumpab buttons: move manta up down left and right Hold R1: Fish leave the area Hold R1,R2,L1,L2 (all at the same time) and hit start: reset demo Hold R1,R2,L1,L2 (all at the same time) and hit select: quit demo * Dino Begins with a Tyrannosaurus Rex off in the distance, in front of a static Mayan temple-style background. Using the controller, you can change the dinosaur's position as he walks, move the viewing camera around, tilt his neck separately from the rest of his body, cause him to bare his teeth, and cause him to roar and open his mouth. Start: Zoom In Select: Zoom Out Thumpab buttons: move dino up down left and right Triangle,square,circle and cross buttons: rotate dino L1: Move head left R1: Move head right L2: make Dino growl! R2: make Dino scream! Hold L1 and R1 and press Thumbpad Up: Make dino stand upright and move up. Hold L1 and R1 and press Thumbpad Down: Make dino stand upright and move down. Hold L1 and R1 and press Select: Dino stops and just stand. Note:In the above stop and stand mode you can also play with the R1,R2,L1,L2 buttons (trying holding all 4 down at once while in this mode! is this balloon mode?). R1,R2,L1,L2,Start,Select (all at once): Quit demo =============================================================================== (7) What are the differences between the US and European releases? In Europe (the UK certainly): * The PS comes with an RF lead (and rumoured RGB SCART lead). * The demo disk has a different line up of playable demos. Ridge Racer; BA Toshinden; Wipeout; Rapid Reload (Gunner's Heaven); Total NBA (NBA Jam TE) and Destruction Derby. Plus video footage of other titles and a audio CD graphics package. (Which I presume is audio reactive). =============================================================================== (8) What is the best way to view a PS (or any Next Gen thing) The easy answer to the above question is to use your eyes. However once you tire of that gag (like I did the minute I wrote it), then you can get to the serious options. This is the one subject that seems to garner the greatest number of queries regarding Next Generation consoles. The answer is pretty simple too, but with the wealth of options it is easy to get confused. Recently I have seen worried postings from people concerned that they will need a special monitor to be able to use these 'Next Gen' machines, but rest assured Sony or Sega et al would not release a mass market product that couldn't be used a regular tv. When Sega were deciding which cable should be bundled with the European Saturn release their research showed that 70% of European tvs, of the people who were likely to buy a Next Gen machine, supported SCART. However on the day of release shops were innundated with customers wanting an RF cable to replace the bundled RGB SCART lead. So either Sega's research is wrong or people prefer not to see a top quality picture. Here is the run down of connections from your machine to your tv, going from worst to best: * The RF lead. The cheapest, most common and certainly the worst, this was the lead you traditionally got with games consoles. It carries a modulated tv signal combined with mono audio. (In the UK Sony are bundling this cable with the PS. I can only assume this is a nervous reaction after Sega sold out of RF cables on day of release, because they had shipped with the Saturn with a far superior RGB SCART cable. Top marks to Sega for that brave choice, bottom marks for charging UKS 20 ($30)) My opinion is this if you are spending $300 - $400 on a machine, why would you want to cripple the picture you get from it? * Composite audio video cable. This three lead cable has one for video and two left and right audio leads for stereo sound. (This is what is getting bundled in America with the PS.) * S-Video cable Now we are getting somewhere, this is the first of the two high-end and most suitable options. It is a combined cable with 6 pins carrying a chrominance and luminance signal and the usual two stereo audio outputs. * RGB cable The second high-end option is the best, it has three separate lines for the video, each one carrying the colour signal for each of the tvs 'guns'. (Red, Green and Blue). The essential thing about RGB is that the video signal is split into it's constitutent parts, so any cable that does that job can be called an RGB cable. In Europe the standard connection is called SCART (also Euroconnector and Peritel), which carries stereo audio, RGB video and composite video. Hopefuly a cable specialist will make an RGB cable that could be used with a common games computer monitor like the Commodore 1084S or the Philips CM8833 (so could get the authentic arcade experience by playing Raiden in arcade mode with the monitor on it's side with a crystal clear picture!! Dreamy stuff) =============================================================================== (9) Will the American, Japanese, and European PlayStation be compatible!? Unfortunately, the answer to this question is no... Sony, and Sega, announced that there will be territorial lock-outs implemented on the Sony PlayStation (and Sega Saturn). However, there are a number of ways to defeat this, (one involving a bullet!). * The Disk Swap Method Pop open the door to the CD - make sure there is no disc in the unit. Now, with the controller move the cursor to the CD tracks screen (as if you were intending to play a music CD). Put in a CD compatible with your system. Now - look under the door of the CD (the underside) - you should notice a long plastic notch. Follow where it would touch if you were to close the door - but don't close it. Notice the little round sensor on the base of the unit? When pressed, this sensor thinks the door is closed which starts the CD spinning. So, what you need to do is get something small- yet has a bit of weight to put on the sensor. Don't use anything WIDE - you don't want to block the actual CD when it spins! People have had success with sticky tape; a .40 bullet; or even a AAA battery. Then pop in your 'foreign' CD, and Bob's Your Uncle! * Hardware Switch Make a switch that is soldered to the motherboard. (Full schematic to follow. Anyone?) Tronix are now offering a modification service, that fits a switch to toggles between US and Japanese. This is probably the way the 'Blue' developers PlayStations defeat the protection, and is guaranteed to work. * A third party Cartridge Buy a defeator cartridge (Datel) that plugs in one of the memory sockets. (Unreleased as yet, but see for more info.) PlayStation Differences ----------------------- It has been announced that certain revisions (Rev) of PlayStations might not be compatible. In Japan two versions of the PS exist. The original SCPH-1000 (Rev A) and the SCPH-3000 (Rev B), the latter does not have a dedicated S-video port. This is an evil move on Sony's part, where they saved a dollar on manufacturing, while we lose by having to buy the dedicated AV cable ($15) rather than a standard S-Video cable which would be much cheaper. The initial worldwide release will be a batch of the SCPH-3000 (Rev B), without the S-Video port, allowing you to buy the cable that suits you, S-Video, SCART (RGB) or RF (Arrgggh!). After the initial batch run out Sony will release the Rev C PS, enabling Sony to bring the cost of the PS below the $299 price point, maybe by $20 or even up to $50 in time for the holiday buying season (Xmas/Thanksgiving). The Rev C machine potentially has compatibility problems with early Japanese software, due to using cheaper RAM, however it is promised that no problems will exist with US-released software. =============================================================================== (10) Which machines can/will be compared to the PlayStation? In order NOT to start a silly flame-war, the only thing that I WILL say is that the PlayStation will undoubtedly be compared to (in NO particular order): * 3DO & M2 (upcoming upgrade to 3DO; utilising PowerPC chip(s) * Sega Saturn (dual SH2 Hitachi chips) * Nintendo Ultra 64 (MIPS design R4200 and SGI based Reality Immersion Graphics) * Atari Jaguar (with upcoming Jaguar CD) * Bandai Power Player (Pippin) - Apple multimedia edutainment, Power PC Please keep your opinions to yourself on this thorny topic, the newsgroups rec. and alt. aren't interested. All it does is annoy people, take it to .advocacy Remember that games make a system, not necessarily the hardware. There are some titles on the Gameboy that are still better than many 32 bits titles!! =============================================================================== (11) Which PlayStation should I buy? For many people the decision which PlayStation to buy is an easy one; you buy the one in your local High Street shop or store. You get a valid warranty, the machine will work with your television, and if anything goes wrong, you can go to the shop and play merry hell with the staff. Outide Japan, people will always buy imported machines. Why? Some people buy them because they want to play Next Generation titles nearly twelves months before they are released in their country or they wish to play the games as 'nature' intended, full screen and full speed. If you live in Japan, then you have no problems, the PlayStation was released there first so you can walk into any game shop and buy one. The television system is NTSC and your voltage is 100 Volts. Life is sweet. If you live in the USA or Canada, then you may have imported a machine from Japan to skip the 11 month wait for the US release or to play rare Japanese RPGs, which are apparently unappealing to Western tastes. The television system is also NTSC and your voltage is 110 Volts, which is nearly 100V, if you are concerned you can buy a extra power supply that gives 100V. You can plug in and go. Life is sweet. If you live in Europe or Australia/New Zealand, things aren't so nice. Your tv system probably isn't compatible with NTSC and your power supply is 220 - 240 Volts. With other game systems, PAL versions of games are often released much later than NTSC ones, and are often not optimised to run PAL so you get black borders top and bottom of your screen squashing the games, so in fighting games Cammy looks like Eddie Honda and Eddie Honda looks like Jabba The Hut (Uncanny!). Life is sweet as a lemon. Sony have promised that PAL releases will be optomised for PAL and will not suffer any slowdown and will be fullscreen. Though Sega promised something similar with the PAL Saturn, the fighters in Virtua Fighter are fatter and move slower than the NTSC ones, and this game WAS optimised for the PAL release. My feelings are that a US or Japan based 3rd party software house is not going to spend time and money changing their game to run more efficiently on PAL, when it could be making the thing run faster on NTSC! Games are often released earlier in the US than in the other markets, so again non-NTSC areas lose out. The solution is to import, either a Japanese machine and software and potientially have langauge problems (mainly RPGs, with their intensive use of text, things like Tekken are fine), or wait until September 95 and import a US machine and software, and pay less too! However there are a few things that you need. A tv or monitor that supports a 60Hz refresh rate. (Many new, expensive tvs support this automatically), and a stepdown transformer that will take 220-240V @50Hz supply and change it to 110V @60Hz. =============================================================================== (12) What is the Arcade Connection? Namco, and more recently Konami and Takara, have based cheap coin-ops on the PS hardware. Namco originally set out to make Tekken for it's System 22 board as used by Ridge Racer, however due to price constraints and a gelling of their relationship with Sony, Namco decided to produce the System 11 board and write Tekken for it. This allowed Namco to release the PlayStation conversion quickly and easily. This low cost system has proved popular with smaller arcades and with Tekken fans. Namco plan another four System 11 coin-ops, all of which will get a quick translation to the PlayStation. Takara has announced the sequel to the Battle Arena Toshinden, which will first be an arcade game first, debuting at the JAMMA arcade trade show mid-September near Tokyo, before a PlayStation release possibly as early as late December. Like Namco, the arcade version is built on a system board that is compatible with the PlayStation architecture. However, Takara declined to identify which arcade company will handle the arcade release. See for more information. =============================================================================== (13) Technical Specifications (a) CPU (b) Geometry Transfer Engine (GTE) (c) Data Decompression Engine (MDEC) (d) Memory (e) Graphics Processing Unit (GPU) (f) Sound (g) Graphics (h) CD-ROM Drive (i) I/O System Overview (j) Operating System (O/S) (k) Peripherals (a) CPU The CPU also contains the GTE, the MDEC and the DMA controller. * R3000A from MIPS(SGI) and LSI Logic Technologies * 32 bit RISC processor * Clock 33.8688MHz * Operating performance 30 MIPS * Instruction Cache 4 KB * Data Cache 1 KB * BUS 132 MB/sec. (b) Geometry Transfer Engine (GTE) The GTE performs high speed matrix multiplies. * 3D Geometry Engine (High speed matrix calculator) * Clearing capacity: 66 MIPS * 1.5 million flat-shaded polygons/sec * 500,000 texture-mapped and light-sourced polygons/sec (c) Data Decompression Engine (MDEC) The MDEC is the propriety video decompression hardware. It gives fullscreen high-quality video playback and also decompress graphics into VRAM. * Motion JPEG Hardware Decompression Engine * Operating performance 80 MIPS (Clearing Capacity) * Directly connected to CPU bus * Compatible with MPEG1, H.261 files (both via additional hardware?) (d) Memory * Main RAM - 2 Megabytes (16Mbits) * Video RAM - 1 Megabytes (8Mbits) * Sound RAM - 512 Kilobytes (4Mbits) * CD ROM buffer - 32 Kilobytes (256Kbits) * OS ROM: - 512 Kilobytes (4Mbits) * RAM cards - 128 Kilobytes (1Mbit) flash-memory cards (e) Graphics Processing Unit (GPU) Handles everything that is drawn on screen. * Rendered in hardware - Upto 360K polygon/sec. * Texture mapping * Flat or Gouraud shading (f) Sound * ADPCM audio source * 24 Channels * 44.1KHz sample rate * Digital effects include: - Pitch Modulation - Envelope - Looping - Digital Reverb * Load up to 512K of sampled waveforms - Supports MIDI Instruments (g) Graphics * 16.7 million colours * Adjustable frame buffer * No line restriction * Simultaneous backgrounds * NTSC Display Resolution +-------+--------------------+-------------------+ | Mode | Resolution (H x V) | Scan | +-------+--------------------+-------------------+ | 0 | 256 x 240 | | | 1 | 320 x 240 | Non-Interlaced | | 2 | 512 x 240 | | | 3 | 640 x 240 | | +-------+--------------------+-------------------+ | 4 | 256 x 480 | | | 5 | 320 x 480 | Interlaced | | 6 | 512 x 480 | | | 7 | 640 x 480 | | +-------+--------------------+-------------------+ * Colour Depth +-------+--------------+ | Mode | Colours | +-------+--------------+ | 4 | 16 | | 8 | 256 | | 15 | 32,768 | | 24 | 16,777,216 | +-------+--------------+ * All calculations are performed to 24 bit accuracy * Texture mapping colour mode - 4 bit CLUT (Colour Look-Up Table) (16 colours) - 8 bit CLUT (256 colours) - 15 bit direct (32768 colours) * 2D Graphical Capability Sprite display capability (Size: 1 X 1 Pixels to 256 X 256 Pixels) +---------+--------------------------------+ | Sprite | Bit Depth | | Size +--------------------------------+ | | 4 bit | 8 bit | 16 bit | +---------+----------+----------+----------+ | 8 x 8 | 280K | 280K | 160K | | 16 x 16 | 110K | 70k | 40k | +---------+----------+----------+----------+ | Rectangles per Second | +--------------------------------+ * 3D Graphical Capability Polygon drawing rates --------------------- - For a 50 Pixel Triangle (10 X 10) +------------+-------------------+ | Texture | Shading | | Mapping +-------------------+ | | Flat | Gourard | +------------+---------+---------+ | OFF | 360K | 200K | +------------+---------+---------+ | ON | | | | | | | | 4 bit | 200K | 140K | | 8 bit | 100K | | | 15 bit | 60K | | +------------+---------+---------+ | Polygons / Sec | +-------------------+ * Sprite And Background Graphics The PlayStation is virtually unlimited in: - size (u