Four consoles, four clocks
PlayStation, Nintendo 64, Dreamcast and PlayStation 2 form the widest comparison the catalog supports. It shows a metric that survives four columns while its neighbors do not.
What this comparison shows
Four consoles, four clocks
Four machines is the most this view will show, and this is the comparison that earns the fourth column: all four manufacturers stated a main processor clock in their own hardware documentation, so the row is complete and the multipliers run from the PlayStation’s 33.8688 MHz to the PlayStation 2’s 294.912 MHz.
Look at what happens either side of that row.
The floating-point figures do not line up at all. The Dreamcast’s number is a matrix-multiplication peak and the PlayStation 2’s is a vendor-stated peak; they are different comparability groups, so they appear as separate rows and no multiplier is offered between them. The two older consoles state no floating-point figure whatsoever.
The memory rows split by role, which is the only way they make sense. Main memory is compared with main memory and video memory with video memory. The Nintendo 64’s single unified pool sits in a row of its own because it does both jobs. Dividing it by another machine’s main memory alone would quietly overstate the difference.
The graphics clocks are present for three of the four machines and refuse a multiplier because the baseline column (the original PlayStation) records no graphics clock. Every multiplier here is measured against the baseline.
At a glance
| Question | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| CPU clock | Sony PlayStation (Retail console)33.8688 MHzConfirmed | Nintendo 64 (Retail console)94 MHzConfirmed | Sega Dreamcast (Retail console)200 MHzConfirmed | Sony PlayStation 2 (Retail console)294.912 MHzConfirmed |
Methods, caveats and sources for cpu clock Where these sit among 65 machines recorded this way
Positions on a linear scale. See all 65 over time. | ||||
| GPU clock | Sony PlayStation (Retail console)unknownThe developer reference gives one system clock, in the processor’s specification table, and states no separate frequency for the drawing processor or the geometry engine. | Nintendo 64 (Retail console)62.6 MHzprovisionalConfirmed | Sega Dreamcast (Retail console)100 MHzConfirmed | Sony PlayStation 2 (Retail console)150 MHzConfirmed |
Methods, caveats and sources for gpu clock Where these sit among 38 machines recorded this way
Positions on a linear scale. See all 38 over time. | ||||
| Memory capacity | Sony PlayStation (Retail console)2 MiBConfirmed | Nintendo 64 (Retail console)4 MiBConfirmed | Sega Dreamcast (Retail console)16 MiBConfirmed | Sony PlayStation 2 (Retail console)32 MiBConfirmed |
Methods, caveats and sources for memory capacity Where these sit among 68 machines recorded this way
Positions on a linear scale. See all 68 over time. | ||||
| Memory bandwidth | Sony PlayStation (Retail console)unknownThe developer reference states the capacity of main memory and of video memory and the bus width, and no transfer rate for either. | Nintendo 64 (Retail console)500 MB/sNintendo 64 main memory (RDRAM)provisionalConfirmed500 MB/sprovisionalConfirmed | Sega Dreamcast (Retail console)800 MB/sDreamcast main memoryConfirmed800 MB/sConfirmed | Sony PlayStation 2 (Retail console)48 GB/sGraphics Synthesizer embedded DRAMConfirmed3.2 GB/sPlayStation 2 main memory (Direct RDRAM)Confirmed3.2 GB/sConfirmed |
These figures describe different parts of a machine (the memory and the whole machine). The figures are shown separately, and no bar is drawn. See how they are accounted for. | ||||
| Peak FP32 | Sony PlayStation (Retail console)not applicableSony’s developer reference states that the geometry transform engine works in fixed-point format. A machine whose 3D arithmetic is fixed point has no floating-point rate to state, in the same way the 6510 has none. | Nintendo 64 (Retail console)unknownThe programming manual describes the Reality Coprocessor by what its microcode does and never rates it in floating-point operations per second. | Sega Dreamcast (Retail console)1.4 GFLOP/sHitachi SH-4provisionalConfirmed | Sony PlayStation 2 (Retail console)6.2 GFLOP/sEmotion EngineConfirmed |
These records state this by different methods (Matrix instruction peak and Theoretical peak). The figures are shown separately, and no bar is drawn. See how they are accounted for. | ||||
| Power | Sony PlayStation (Retail console)17 WConfirmed | Nintendo 64 (Retail console)unknownThe programming manual is written for developers and rates no power for the console. | Sega Dreamcast (Retail console)1.5 WHitachi SH-4Confirmed | Sony PlayStation 2 (Retail console)79 WConfirmed |
These figures describe different parts of a machine (the whole machine and the processor). The figures are shown separately, and no bar is drawn. See how they are accounted for. | ||||
Processing
Clock frequencycpu
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Nominal clock | Sony PlayStation (Retail console)33.8688 MHzConfirmedbaselinecaveat
| Nintendo 64 (Retail console)94 MHzConfirmed2.8×the baselinecaveat
| Sega Dreamcast (Retail console)200 MHzConfirmed5.91×the baselinecaveat
| Sony PlayStation 2 (Retail console)294.912 MHzConfirmed8.70748×the baselinecaveat
|
Peak FP32 ratecpu
These figures belong to different comparability groups (matrix instruction peak and theoretical peak). They are shown separately, and no multiplier is produced.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Matrix instruction peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)not recorded | Sega Dreamcast (Retail console)1.4 GFLOP/sprovisionalConfirmedbaseline states nonecaveat
| Sony PlayStation 2 (Retail console)not recorded |
| Theoretical peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)not recorded | Sega Dreamcast (Retail console)not recorded | Sony PlayStation 2 (Retail console)6.2 GFLOP/sConfirmedbaseline states nonecaveat
|
Graphics
Clock frequencygpu
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Nominal clock | Sony PlayStation (Retail console)unknownThe developer reference gives one system clock, in the processor’s specification table, and states no separate frequency for the drawing processor or the geometry engine.baselinecaveat
| Nintendo 64 (Retail console)62.6 MHzprovisionalConfirmedbaseline states nonecaveat
| Sega Dreamcast (Retail console)100 MHzConfirmedbaseline states none
| Sony PlayStation 2 (Retail console)150 MHzConfirmedbaseline states nonecaveat
|
Peak FP32 rategpu
Both records address this quantity, but neither states a value. The figures are recorded as an explicit absence, so there is nothing to compare.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)not applicableSony’s developer reference states that the geometry transform engine works in fixed-point format. A machine whose 3D arithmetic is fixed point has no floating-point rate to state, in the same way the 6510 has none.baselinecaveat
| Nintendo 64 (Retail console)unknownThe programming manual describes the Reality Coprocessor by what its microcode does and never rates it in floating-point operations per second.baseline states nonecaveat
| Sega Dreamcast (Retail console)not recorded | Sony PlayStation 2 (Retail console)not recorded |
Memory
Memory capacitySystem memory · memory
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Design capacity | Sony PlayStation (Retail console)2 MiBConfirmedbaselinecaveat
| Nintendo 64 (Retail console)built differentlyStated as unified memory and for the whole machine, in another row here. | Sega Dreamcast (Retail console)2 MiBConfirmed16 MiBConfirmedseveral parts statedcaveat
| Sony PlayStation 2 (Retail console)32 MiBConfirmed20×the baselinecaveat
|
Memory capacityVideo memory · memory
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Design capacity | Sony PlayStation (Retail console)1 MiBConfirmedbaselinecaveat
| Nintendo 64 (Retail console)built differentlyStated as unified memory and for the whole machine, in another row here. | Sega Dreamcast (Retail console)8 MiBConfirmed8×the baseline
| Sony PlayStation 2 (Retail console)4 MiBConfirmed4×the baselinecaveat
|
Memory capacitywhole-system
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Design capacity | Sony PlayStation (Retail console)2 MiBConfirmedbaselinecaveat
| Nintendo 64 (Retail console)4 MiBConfirmed2×the baselinecaveat
| Sega Dreamcast (Retail console)16 MiBConfirmed8×the baselinecaveat
| Sony PlayStation 2 (Retail console)32 MiBConfirmed20×the baselinecaveat
|
Memory capacityUnified memory · memory
Only one of these records states this figure in this form, so there is nothing here to compare it with.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Design capacity | Sony PlayStation (Retail console)built differentlyStated as system memory, as video memory and for the whole machine, in another row here. | Nintendo 64 (Retail console)4 MiBConfirmedbaseline states nonecaveat
| Sega Dreamcast (Retail console)built differentlyStated as system memory, as video memory and for the whole machine, in another row here. | Sony PlayStation 2 (Retail console)built differentlyStated as video memory, as system memory and for the whole machine, in another row here. |
Memory bandwidthmemory
Only one of these records states this figure in this form, so there is nothing here to compare it with.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)unknownThe developer reference states the capacity of main memory and of video memory and the bus width, and no transfer rate for either.baselinecaveat
| Nintendo 64 (Retail console)built differentlyStated for the whole machine, in another row here. | Sega Dreamcast (Retail console)built differentlyStated for the whole machine, in another row here. | Sony PlayStation 2 (Retail console)built differentlyStated for the whole machine, in another row here. |
Memory bandwidthUnified memory · memory
Only one of these records states this figure in this form, so there is nothing here to compare it with.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)500 MB/sprovisionalConfirmedbaseline states nonecaveat
| Sega Dreamcast (Retail console)built differentlyStated as system memory and for the whole machine, in another row here. | Sony PlayStation 2 (Retail console)built differentlyStated as video memory, as system memory and for the whole machine, in another row here. |
Memory bandwidthwhole-system
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)500 MB/sprovisionalConfirmedbaseline states nonecaveat
| Sega Dreamcast (Retail console)800 MB/sConfirmedbaseline states nonecaveat
| Sony PlayStation 2 (Retail console)3.2 GB/sConfirmedbaseline states nonecaveat
|
Memory bandwidthSystem memory · memory
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)built differentlyStated as unified memory and for the whole machine, in another row here. | Sega Dreamcast (Retail console)800 MB/sConfirmedbaseline states nonecaveat
| Sony PlayStation 2 (Retail console)3.2 GB/sConfirmedbaseline states nonecaveat
|
Memory bandwidthVideo memory · memory
Only one of these records states this figure in this form, so there is nothing here to compare it with.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Theoretical peak | Sony PlayStation (Retail console)not recorded | Nintendo 64 (Retail console)built differentlyStated as unified memory and for the whole machine, in another row here. | Sega Dreamcast (Retail console)built differentlyStated as system memory and for the whole machine, in another row here. | Sony PlayStation 2 (Retail console)48 GB/sConfirmedbaseline states nonecaveat
|
Energy
Rated power consumptionwhole-system
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Rated power | Sony PlayStation (Retail console)17 WConfirmedbaselinecaveat
| Nintendo 64 (Retail console)unknownThe programming manual is written for developers and rates no power for the console.no value herecaveat
| Sega Dreamcast (Retail console)not recorded | Sony PlayStation 2 (Retail console)79 WConfirmednot a ratiocaveat
|
Rated power consumptioncpu
Only one of these records states this figure in this form, so there is nothing here to compare it with.
| Method | Sony PlayStationRetail console | Nintendo 64Retail console | Sega DreamcastRetail console | Sony PlayStation 2Retail console |
|---|---|---|---|---|
| Rated power | Sony PlayStation (Retail console)built differentlyStated for the whole machine, in another row here. | Nintendo 64 (Retail console)not recorded | Sega Dreamcast (Retail console)1.5 WConfirmedbaseline states nonecaveat
| Sony PlayStation 2 (Retail console)built differentlyStated for the whole machine, in another row here. |
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