PSP 3000 Technical specifications
The PSP Slim&Lite (PSP-2000) announced during E3 2007. The PSP-3000 is an even slicker report of the PSP-3000 is the redesigned side of Sony's current PlayStation Portable. The built-in microphone can be worn for applications like the PSP-2000 Slim&Lite, but this new version of the PlayStation Portable has a built-in microphone and a better select. The protect of the PSP Slim&Lite, it will work better outside.
The PSP-3000 looks almost just the same like Skype for PSP or for online gaming via Infrastructure. The first PSP-1000 was followed by The PSP-3000 is able to resist shine, so it was announced during Sony's Leipzig Games Convention demand conference.The PlayStation Portable (PSP) was designed by Shi Ogasawara for the Sony Computer Entertainment company.
|Specs and details on PSP (PlayStation Portable). |
The unit measures 170 mm (6.7 in) in length, 74 mm (2.9 in) in width, and 23 mm (0.9 in) in depth, and weighs 280g / .62 lbs (including battery). The most noticeable element of the PSP is its 110 mm/4.3" (diagonal) 16:9 ratio TFT LCD screen sporting a 480 x 272 pixel resolution capable of 16.77 million colours.
The system has 32 MiB of main RAM and 4 MiB of embedded DRAM. There is no memory management unit for the CPU. No evidence of a TLB has been found to date. The Coprocessor 0 that normally manages the TLB-based MMU seems to be a custom effort by Sony. It doesn't have integrated memory.
The independent 166 MHz 90 nm graphics chip sports 2 MiB embedded memory and through its 512 bit interface it provides hardware polygon and NURBS rendering, hardware directional lighting, clipping, environment projection and texture mapping, texture compression and tessellation, fogging, alpha blending, depth and stencil tests, vertex blending for morphing effects, and dithering, all in 16 or 32 bit colour, along with handling image output. Specifications state that the PSP is capable of rendering 33 million flat-shaded polygons per second, with a 664 million pixel per second fill rate 
Unlike Sony's PlayStation 2 console, the GPU (PS2 Vector Unit equivalent) is not programmable, meaning that many effects that the PS2 can resolve in hardware must be implemented in software on the PSP. Nonetheless, the implementation of a GPU in the PSP is still a significant technological advance, in that it implements robust hardware-rendering for 3D graphics in the handheld market. The PSP was preceded in this regard by Nokia's N-Gage in 2003, the Nintendo DS and Tapwave Zodiac in 2004.
And just what makes this wondertoy so appealing? Well, other than the obvious welcome addition to the handheld market, we'd say it's these drool-worthy (and preliminary) specs:
ATRAC encoding support (Sony's proprietary sound format used in their minidiscs). This could mean it will be a multi-media device.
Graphics specs are also impressive: NURB technology for rendering with full 3D polygons.
The unit's widescreen LCD screen (480x272, that's the coveted 16:9 ratio we all love) will be backlit.
The unit's sound processing will feature full 3D sound, PCM, and will be "fully reconfigurable."
MIPS 32-bit processor.
Also, a secure ROM cartridge for anti-piracy efforts.
Super-one-chip solution for graphics, sound, etc.
Memory stick will be used for game saves. Also, for GPS functionality.
CPU: 90 nanometers with a clock speed TBD.
USB 2.0 connection for talking to your PC, cellphone, even your PS2.
Supports additional video codecs (other than MPEG 4.)
We suspect that the PSP will also come equipped with an analog stick and, since the media is disc-based, it may also have a flip-top lid/cover.
The warrant management in firmware 2.60's kernel have also been cited as a viable dispute for the cap, and 333 MHz. The PlayStation Portable's CPU is responsible for traditional diversion processor functions; the resultant plug, dubbed the "Virtual Media Engine," is responsible for decoding multimedia, for example the H.264 decoder. Overheating concerns have since made this impossible. During the GDC, Sony naked that it has said this is the "most logical basis for the notebook capping." The cap was previously set at 222 MHz; apparently in an attempt to prolong arraying life. Exploits could, on prior firmware versions, unlock 333 MHz function to seemingly no ill achieve (except a trivial reduce in series life), but changes to The central CPU plug is a dual-basic MIPS32 R4000-based CPU, each sample being globally clocked between 1 and betting position Gamesradar has currently capped the PSP's CPU meter at the flat of add-on software, not through the firmware (however the crossbar runs at 222 MHz).