Skip to main content

4 posts tagged with "Hardware"

Hardware-facing constraints and implementation notes.

View All Tags

The CD-ROM Is Not Extra RAM

A PlayStation disc can hold hundreds of megabytes while the console has only 2 MB of main RAM. That contrast defines the asset pipeline: the disc stores the game, but the runtime still needs explicit loading, bounded buffers, and a plan for seek latency.

The CD-ROM is capacity, not working memory.

VRAM Is a Layout, Not a Texture Folder

The original PlayStation has 1 MB of VRAM, but treating that number as a simple texture budget is misleading. VRAM is a 1024 x 512 field of 16-bit words shared by display buffers, texture data, and color lookup tables.

Every rendering decision changes that layout. Resolution, color depth, double buffering, texture format, and palette placement all consume the same address space.

A Practical Map of the Original PlayStation

The original PlayStation is a group of specialized processors connected by narrow, explicit data paths. The CPU runs game code, the GTE accelerates geometry math, the GPU draws 2D primitives, the SPU plays sound, and the CD-ROM supplies data that cannot remain in memory.

Understanding those boundaries explains most PS1 engine decisions. The machine is fast when work is prepared for the right unit and expensive when the CPU has to compensate for a poor data layout.