PSP Architecture PSP Architecture
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Publisher Description

Released just one month after the Nintendo DS, Sony's PlayStation Portable (PSP) proved that 'horizontal innovation' is not the only way to succeed in the portable console market.

This article is dedicated to anyone that wants to understand, straight to the point, how the PSP operates. It's not a short write-up, but I hope that at the end of the article you will be able to grasp the building blocks of this console (its design rationale, choice of CPUs, GPU pipeline, security system and so forth).

Architecture of Consoles: A Practical Analysis

Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.

This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!

About this edition

This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.

While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

GENRE
Computers & Internet
RELEASED
2021
April 21
LANGUAGE
EN
English
LENGTH
51
Pages
PUBLISHER
Rodrigo Copetti
SELLER
Draft2Digital, LLC
SIZE
3.5
MB

More Books by Rodrigo Copetti

Wii Architecture Wii Architecture
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NES Architecture NES Architecture
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GameCube Architecture GameCube Architecture
2019
Game Boy Advance Architecture Game Boy Advance Architecture
2019
Dreamcast Architecture Dreamcast Architecture
2019
Game Boy / Color Architecture Game Boy / Color Architecture
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Other Books in This Series

PlayStation 3 Architecture PlayStation 3 Architecture
2021
Xbox 360 Architecture Xbox 360 Architecture
2022
Wii U Architecture Wii U Architecture
2022
Nintendo 3DS Architecture Nintendo 3DS Architecture
2023
NES Architecture NES Architecture
2019
Game Boy / Color Architecture Game Boy / Color Architecture
2019