PlayStation 2 software is distributed on CD-ROM and DVD-ROM. In addition, the console can play audio CDs and DVD movies, and is backwards compatible with original PlayStation games. This is accomplished through the inclusion of the original PlayStation's CPU which also serves as the PS2's I/O processor, clocked at 36.864 MHz in PS2 mode. The PS2 also supports full functionality with the original PlayStation memory cards and controllers. The PS2's DualShock 2 controller is an upgraded version of the PlayStation's DualShock with analog face, shoulder and D-pad buttons replacing the digital buttons of the original. Like its predecessor, the DualShock 2 controller features force feedback technology.
Stuart, Keith (12 December 2013). "PS4 and Xbox One: so why aren't they backwards compatible?". the Guardian. Archived from the original on 14 June 2015. https://www.theguardian.com/technology/2013/dec/12/ps4-and-xbox-one-so-why-arent-they-backwards-compatible
"Dual Shock 2 Review". IGN. September 27, 2001. Archived from the original on 2011-05-15. Retrieved February 7, 2011. The biggest difference between the Dual Shock 2 and the original… all of the buttons and even the digital pad offer analog support. This means that the d-pad, the four face buttons and the four shift buttons are all pressure-sensitive and have 255 degrees of sensitivity. It is also worth noting that the Dual Shock 2 is a bit lighter than the original Dual Shock because it appears to have less in the way of gears for the vibration function of the controller. http://gear.ign.com/articles/306/306387p1.html
"Final Fantasy XI Review for PlayStation 2 – GameSpot". Uk.gamespot.com. March 23, 2004. Archived from the original on July 21, 2011. Retrieved November 11, 2010. https://web.archive.org/web/20110721205038/http://uk.gamespot.com/ps2/rpg/finalfantasy11/review.html
John L. Hennessy and David A. Patterson. "Computer Architecture: A Quantitative Approach, Third Edition". ISBN 1-55860-724-2 /wiki/John_L._Hennessy
Keith Diefendorff. "Sony's Emotionally Charged Chip". Microprocessor Report, Volume 13, Number 5, April 19, 1999. Microdesign Resources. /wiki/Keith_Diefendorff
Hennessy, John L.; Patterson, David A. (29 May 2002). Computer Architecture: A Quantitative Approach (3 ed.). Morgan Kaufmann. ISBN 978-0-08-050252-6. Retrieved 9 April 2013. 978-0-08-050252-6
Sony Interactive Entertainmentsie.com Archived 2018-04-13 at the Wayback Machine https://www.sie.com/content/dam/corporate/en/corporate/release/pdf/030421be.pdf
"ソニー、65nm対応の半導体設備を導入。3年間で2,000億円の投資". pc.watch.impress.co.jp. Archived from the original on 2016-08-13. https://pc.watch.impress.co.jp/docs/2003/0421/sony1.htm
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
"Emotion". Kim L. Vu. Archived from the original on 14 June 2012. Retrieved 7 July 2011. http://www.cs.nyu.edu/courses/spring02/V22.0480-002/projects/vu/emotion.doc
"Aaron D Lanterman" (PDF). users.ece.gatech.edu. Archived (PDF) from the original on 2014-10-24. http://users.ece.gatech.edu/lanterma/mpg/ece4893lec_ps2.pdf
"Archived copy" (PDF). Archived (PDF) from the original on 2016-09-19. Retrieved 2016-02-07.{{cite web}}: CS1 maint: archived copy as title (link) http://galileo.dmi.unict.it/utenti/emanuele-f/posts/ps2dev/docs/Procedural%20Rendering%20on%20PlayStation%202.pdf
Hennessy, John L.; Patterson, David A. (29 May 2002). Computer Architecture: A Quantitative Approach (3 ed.). Morgan Kaufmann. ISBN 978-0-08-050252-6. Retrieved 9 April 2013. 978-0-08-050252-6
"Vector Unit Architecture for Emotion Synthesis". Archived from the original on May 10, 2018. Retrieved April 26, 2017. //citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.143.8576&rep=rep1&type=pdf
"Designing and Programming the Emotion Engine" (PDF). Archived (PDF) from the original on April 28, 2017. Retrieved April 26, 2017. http://www2.cs.ucy.ac.cy/~epl605/readings/00809374.pdf
"Inside the Playstation 2". philvaz.com. Archived from the original on March 4, 2011. Retrieved July 1, 2011. https://web.archive.org/web/20110304150141/http://www.philvaz.com/games/PS2.htm
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
"Inside the Playstation 2". philvaz.com. Archived from the original on March 4, 2011. Retrieved July 1, 2011. https://web.archive.org/web/20110304150141/http://www.philvaz.com/games/PS2.htm
Malice PS2 Q&A See second question. https://www.gamespot.com/articles/malice-qanda/1100-2841253/
Amon Ra Prototype https://web.archive.org/web/20220811235809/http://francksauer.com/index.php/games/unpublished-prototypes/16-games/unpublished-prototypes/50-amonra
Coding Secrets/Game Hut See Coding Secrets video on PS2's poly count and particle effects. https://ttjontt.wixsite.com/gamehut/coding-secrets
"Inside the Playstation 2". philvaz.com. Archived from the original on March 4, 2011. Retrieved July 1, 2011. https://web.archive.org/web/20110304150141/http://www.philvaz.com/games/PS2.htm
Amon Ra Prototype https://web.archive.org/web/20220811235809/http://francksauer.com/index.php/games/unpublished-prototypes/16-games/unpublished-prototypes/50-amonra
"Archived copy". Archived from the original on 2014-10-06. Retrieved 2014-09-30.{{cite web}}: CS1 maint: archived copy as title (link) http://www.frc.ri.cmu.edu/~hpm/book97/ch3/processor.list.txt
Hennessy, John L.; Patterson, David A. (29 May 2002). Computer Architecture: A Quantitative Approach (3 ed.). Morgan Kaufmann. ISBN 978-0-08-050252-6. Retrieved 9 April 2013. 978-0-08-050252-6
Reaching for the Limits of PS2 Performance See pages 15 & 18, also, for an example of the default setup including sending textures, stored into main RAM at load up, to the GS, via the GIF. http://www.gamepilgrimage.com/sites/default/files/SystemSpecs/PS2/HowFarHaveWeGot.pdf
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
MDK2 Armageddon Chat Transcript "DavidBioWare What we've found since then is that the PS2 has enough bus bandwidth to transfer each texture from main memory to video memory as it's needed. That's on the order to 100s of Mb per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. No other machine I've used does, including any PC or the Dreamcast. We had to reorient our thinking after that. :) So now we have almost more texture memory than we know what to do with." https://www.ign.com/articles/2000/11/16/mdk2-armageddon-chat-transcript
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
Sony's Emotionally Charged Chip See pages 1, 2 & 4 https://docencia.ac.upc.edu/ETSETB/SEGPAR/microprocessors/emotionengine%20(mpr).pdf
PS2 Dev Wiki - IOP https://www.psdevwiki.com/ps2/IOP/Deckard
Introducing PS2 to PC programmers See pg.10 for IOP/SPU2 block https://archive.org/details/introducing-psx-scene
Sony's Emotionally Charged Chip See pages 1, 2 & 4 https://docencia.ac.upc.edu/ETSETB/SEGPAR/microprocessors/emotionengine%20(mpr).pdf
PS2 Dev Wiki - IOP https://www.psdevwiki.com/ps2/IOP/Deckard
PS2 Dev Wiki - SPU2 https://www.psdevwiki.com/ps2/SPU2
"GS Mode Selector: Development & Feedback". psx-scene.com. Archived from the original on 2014-12-03. http://psx-scene.com/forums/f291/gs-mode-selector-development-feedback-61808/#post457673
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
GS User's Manual Supplement. See chapter 1.4 about texturing via the DRAM & pixel engines. https://usermanual.wiki/Pdf/GSUsersManualSupplement.2084644775.pdf
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
Using the Z Buffer for Visual and Special Effects http://lukasz.dk/files/SpecialEffects.pdf
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
GS User's Manual, Sony Computer Entertainment, 2001. See chapter/section 5.1.2 for ps2's output resolutions. Also, see chapter 1.2, specifically the diagram of pg.16 & "Pixel Pipeline" of pg.17, as well as chapter 3.1, namely Rasterizing (DDA) of pg.37, showing all the pixel pipes are involved in doing these operations, in parallel, including texture mapping. Lastly, look at pg.18 for GS performance figures. https://www.dropbox.com/s/a8itrjrh5vz04j7/GSUSER_E.PDF
"Archived copy" (PDF). Archived (PDF) from the original on 2015-05-16. Retrieved 2016-01-25.{{cite web}}: CS1 maint: archived copy as title (link) http://lukasz.dk/files/ps2_normalmapping.pdf
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
"Practical Implementation of SH Lighting and HDR Rendering". slidegur.com. Archived from the original on 2016-10-09. http://slidegur.com/doc/3412625/practical-implementation-of-sh-lighting-and-hdr-rendering
"Tapping into the power of PS2" (PDF). Archived from the original (PDF) on July 20, 2011. Retrieved November 11, 2010. See bits on ps2's TnL & data setup. Also, look to pages 25 & 26 for a comparison of the ps2 to a PC architecture & memory setup, showing ps2 is based more around fast streaming of assets, as well as page 42 for a simple FSAA example. https://web.archive.org/web/20110720105403/http://www.technology.scee.net/files/presentations/agdc2000/ThePowerOfPS2.pdf
PS2 Optimizations See pages 11-13 about texture syncing & transfer methods, an example of the PS2's setup. Also, see pg.29 for fill-rate for 4 passes, per second, likely at the standard PAL or NTSC rates of 50 Hz or 60 Hz, along with more evidence about using full-screen passes to implement bump mapping, with an example for alternative fogging being shown on pg.31. http://lukasz.dk/files/PS2Optimisations.pdf
"Model numbers for PlayStation 2 and PS2 accessories". Archived from the original on 2010-03-16. http://maru-chang.com/hard/scph/index.php/english/#SCPH-10400
"Model numbers for PlayStation 2 and PS2 accessories". Archived from the original on 2010-03-16. http://maru-chang.com/hard/scph/index.php/english/#SCPH-10390
"PlayStation 2 SCPH-39001 Instruction manual". Archived from the original on 2013-12-16. Retrieved 2013-12-16. http://us.playstation.com/support/manuals/ps2_30k/index.htm
"SCEI Launches PlayStation 2 New Model SCPH-50000" (PDF). Archived from the original (PDF) on 2014-10-27. Retrieved 2013-12-16. https://web.archive.org/web/20141027161943/http://www.scei.co.jp/corporate/release/pdf/030414e.pdf