Difference between revisions of "Sega Dreamcast"

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* Vector Performance:
 
* Vector Performance:
 
** Geometry: 23 million vertices/sec <small>(60 FLOPS per vertex)</small> {{ref|1=[https://books.google.co.uk/books?id=-4ngT05gmAQC&pg=PA868 Computer Graphics: Principles and Practice (Page 868)]}}
 
** Geometry: 23 million vertices/sec <small>(60 FLOPS per vertex)</small> {{ref|1=[https://books.google.co.uk/books?id=-4ngT05gmAQC&pg=PA868 Computer Graphics: Principles and Practice (Page 868)]}}
** Rendering: 21,428,571 vertices/sec <small>(14 ISP cycles per 3 vertices)</small> {{fileref|DreamcastDevBoxSystemArchitecture|page=95}}
+
** Rendering: 21,428,571 vertices/sec <small>(14 ISP FPU cycles per 3 vertices)</small> {{fileref|DreamcastDevBoxSystemArchitecture|page=95}}
 
* Polygon Geometry: Effective performance, including overdrawn and back‑facing polygons not drawn on screen
 
* Polygon Geometry: Effective performance, including overdrawn and back‑facing polygons not drawn on screen
 
** 11 million polygons/sec <small>([[Sega NAOMI 2#Technical Specifications|130 FLOPS]] per polygon)</small>
 
** 11 million polygons/sec <small>([[Sega NAOMI 2#Technical Specifications|130 FLOPS]] per polygon)</small>
** More than 10 million polygons/sec: Lighting <small>(140 FLOPS per polygon)</small> {{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}
+
** More than 10 million polygons/sec: Lighting <small>(under 140 FLOPS per polygon)</small> {{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}
 
* Rendered On‑Screen Polygons: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons <small>(including them, effective performance is more than than 10 million polygons/sec)</small> {{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}{{ref|[http://www.segatech.com/gamecube/overview/ Floating-Point Calculations]}}
 
* Rendered On‑Screen Polygons: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons <small>(including them, effective performance is more than than 10 million polygons/sec)</small> {{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}{{ref|[http://www.segatech.com/gamecube/overview/ Floating-Point Calculations]}}
** 7,142,857 polygons/sec <small>(14 ISP cycles per polygon)</small> {{fileref|DreamcastDevBoxSystemArchitecture|page=95}}
+
** 7,142,857 polygons/sec <small>(14 ISP FPU cycles per polygon)</small> {{fileref|DreamcastDevBoxSystemArchitecture|page=95}}
 
** 7 million polygons/sec: Lighting, textures, shadows,{{ref|http://segatech.com/technical/gpu/index.html}} trilinear filtering {{ref|1=[https://books.google.co.uk/books?id=wZnpAgAAQBAJ&pg=PA277 Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Page 277)]}}
 
** 7 million polygons/sec: Lighting, textures, shadows,{{ref|http://segatech.com/technical/gpu/index.html}} trilinear filtering {{ref|1=[https://books.google.co.uk/books?id=wZnpAgAAQBAJ&pg=PA277 Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Page 277)]}}
 
** 6 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading <small>(243 FLOPS per polygon)</small>
 
** 6 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading <small>(243 FLOPS per polygon)</small>

Revision as of 11:56, 30 August 2016

Dreamcast.jpg
Sega Dreamcast
Manufacturer: Sega
Variants: Sega NAOMI, Atomiswave, Sega Aurora
Release Date RRP Code
Sega Dreamcast
JP
¥29,80029,800 HKT-3000
Sega Dreamcast
US
$199.99199.99 HKT-3020
Sega Dreamcast
DE
DM 499,-499,-[4] HKT-3030
Sega Dreamcast
ES
HKT-3030
Sega Dreamcast
FR
1,690F1,690[3] HKT-3030
Sega Dreamcast
UK
£199.99199.99 [2] HKT-3030
Sega Dreamcast
AU
$499.00499.00
Sega Dreamcast
BR
R$899.00899.00
Sega Dreamcast
KR
HKT-3010
Sega Dreamcast
AS
HKT-3010

The Sega Dreamcast (ドリームキャスト) is a home video game console manufactured by Sega as a successor to the Sega Saturn. It was originally released in November 1998, becoming first machine to be released in what is now known as the sixth generation of video game consoles, sharing a platform with the PlayStation 2, Nintendo GameCube and the Xbox.

The Dreamcast was Sega's last home console. The first few years went well, but then the PlayStation 2 happened, killing Sega's livelihood overnight. Going into 2001, the Dreamcast was cancelled, with Sega pulling out of the console hardware business it had been pursuing for nearly twenty years. Roughly 10.6 million Dreamcast consoles had been sold worldwide.

An arcade counterpart to the Dreamcast exists as the Sega NAOMI.

Hardware

The Dreamcast is a small, white box with aesthetics designed to appeal to a wide-ranging audience. It was envisioned as an "128-bit" "super console", designed to leapfrog "32-bit" and "64-bit" contemporaries in the form of the PlayStation and Nintendo 64, respectively (although from a technical standpoint, its main processor deals in 32-bit or 64-bit instructions, with the 128-bit figure coming from the graphics hardware). Incidentally the Dreamcast was the last home console to use "bits" as a selling point, with processing capabilities now typically measured in other ways.

Taking design cues from the Nintendo 64 and the Sega Saturn, the Dreamcast contains four control ports, a removable modem, disc drive and an extension port (as well as the expected AV and power inputs). It is not backwards compatible with any prior Sega hardware or software (although its controller derives from the Saturn's 3D Control Pad), and operates in much the same way as the Saturn (and PlayStation) does, with a configurable settings and memory management accessed through a BIOS screen.

The Dreamcast uses a proprietary format of storage called GD-ROMs for games in order to circumvent software piracy, a strategy that ultimately backfired when the first run of discs had a high rate of defects. The format was also cracked fairly quickly (and in some cases, the pirated games were released before the legitimate versions). Sega largely had themselves to blame for the high levels of Dreamcast piracy—their use of the GD-ROM format was completely undermined by the console's support for the Mil-CD format, which allowed the console to boot from a standard CD-R. Mil-CD support was removed from the final Dreamcast revisions toward the end of the console's life.

The GD-ROM format also put the console at a disadvantage when competing against the PlayStation 2 - the PS2 used DVDs, and could therefore run DVD videos making it an inexpensive DVD player as well as a video game console. DVD-ROMs also have more storage space, allowing for bigger games (though the initial run of PS2 games used a blue CD-ROM format). Sega looked into DVD technology during the Dreamcast's development but claimed it was too expensive.

The Dreamcast was the first video game console to ship with a built-in 56k modem, with broadband adapters being made available later on in certain regions. This allowed the system to connect to the internet using a custom, fully-functional web browser and e-mail client. Many games released for the Dreamcast shipped with online play modes, the most popular being Phantasy Star Online and the Sega Sports lineup (now published under the ESPN label). Although other consoles before the Dreamcast had network gaming support, such as the Sega Saturn's NetLink and the Sega Mega Drive's XB∀ND, the Dreamcast was the first game console to include this ability out of the box and is therefore considered the first internet-enabled home game system.

The Dreamcast has a modest hacking enthusiast community. The availability of Windows CE software development kits on the Internet—as well as ports of Linux (LinuxDC) and dreamcast NetBSD operating systems to the Dreamcast—gave programmers a selection of familiar development tools to work with, even though they do not really support the high speed graphics. A homebrew minimal operating system called Kallistios offers support for most hardware, while not offering multi-tasking, which is superfluous for games. Many emulators and other tools (MP3, DivX players, and image viewers) have been ported to or written for the console, taking advantage of the relative ease with which a home user can write a CD which is bootable by an unmodified Dreamcast.

Sega released an arcade board, using the same technology as the Dreamcast, called Sega NAOMI, leading to many Dreamcast-exclusive games with a high level of arcade quality. They later packaged the Dreamcast into an arcade board as the Atomiswave.

Compared to the rival PS2, the PS2 had a more powerful geometry engine, higher translucent fillrate, and more main RAM, while the Dreamcast had more VRAM and a higher opaque fillrate. The Dreamcast's GPU also had more hardware features, such as anti-aliasing, tiled rendering, and texture compression, which the PS2's GPU lacked hardware support for. The Dreamcast's VRAM was twice as large, and with its tiled rendering, it could render a larger framebuffer at a higher resolution without needing a Z-buffer. The Dreamcast also effectively had much higher texture memory, as the Dreamcast did not need to render a framebuffer or Z-buffer due to its tiled rendering, while texture compression allowed it to compress around 20-60 MB of texture data into its VRAM. Because the PS2 had only 4 MB VRAM, it relied on the main RAM to store textures. However, the PS2's CPU-GPU transmission bus for transferring polygons and textures had a bandwidth of 1.2 GB/s, which is 50% higher than the Dreamcast's 800 MB/s CPU-GPU transmission bus, but the Dreamcast's texture compression allowed it to compress around 2-6 GB/s worth of texture bandwidth. Thus, while the PS2 was more powerful at processing untextured polygons, particles, and lighting, the Dreamcast was more effective at processing textures and anti-aliasing. The Dreamcast was also easier to develop for, while the PS2 was more difficult to develop for.

Models

Main article: Dreamcast consoles.

Japanese Dreamcasts can be identified by the triangle at the front of the unit. Though the power LED is identical across all regions, the piece of plastic attached to the lid of the Japanese model is transparent, while in North America it is grey.

For a full list of special edition Dreamcasts, see Special Dreamcast Models.

Technical specifications

CPU

  • Main CPU: Hitachi SH-4 (RISC, 2‑way Superscalar) [6][7]
    • Operating frequency: 200 MHz
    • Units: 128‑bit SIMD vector unit with graphic functions, 64‑bit floating‑point unit, 32‑bit fixed‑point unit
    • 128‑bit SIMD @ 200 MHz: Vector unit, geometry processor, graphic functions, DMA controller, interrupt controller [8]
    • 128‑bit graphic computational engine: Calculates geometry and lighting of polygons, creates display lists of polygons for tiling, DMA allows SH4 access to VRAM and PowerVR2 access to Main RAM, store queue mechanism (allowing high‑speed packet transfers between Main RAM and VRAM) [9]
    • Bus width: 128‑bit internal, 64‑bit external
    • Bandwidth: 3.2 GB/s internal, 1.6 GB/s external
  • Fixed‑point performance: 360 MIPS
  • Floating‑point performance: 1.4 GFLOPS (7 MFLOPS per 16 MB/s)
  • Geometry performance: More than 10 million polygons/sec, with lighting calculations (140 FLOPS per polygon)

Graphics

Graphical specifications of the Dreamcast: [10][9][11]

  • GPU: 2 core processors (SH‑4 SIMD, PowerVR2)
    • Core units: 5 units (SH‑4 SIMD, 4 PowerVR2 cores)
  • GPU Geometry Processor: Hitachi SH‑4 SIMD @ 200 MHz (1.4 GFLOPS)
  • GPU Rasterizer: NECVideoLogic PowerVR2 CLX2 (PVR2DC/HOLLY) @ 100 MHz
  • PowerVR2 Cores: Tile Accelerator (TA), Image Synthesis Processor (ISP), Texture & Shading Processor (TSP), RAMDAC
    • TA: Tile renderer, partitions infinite strip polygon data, divides polygons into tiles, performs tile clipping, generates object lists, retrieves display lists from SH4 (through store queues and DMA), generates ISP/TSP parameters
    • ISP: Rasterizer, depth‑sorting, RLE tile/polygon compression, parallel‑processing of tiles/polygons at high speeds (1 clock cycle per vector, 32 pixels per clock cycle)
    • TSP: Shader and texture‑mapping unit, avoids shading/texturing overdrawn pixels/tiles and back‑facing polygons to maximize bandwidth for on‑screen pixels/tiles and front‑facing polygons
    • RAMDAC: 230 MHz [12]
  • PowerVR2 FPU: 2 FPU rendering units, 200 MFLOPS [13]
    • ISP Setup FPU: 100 MHz, 100 MFLOPS, 14 cycles per polygon, 7,142,857 polygons/sec
    • TSP Setup FPU: 100 MHz, 100 MFLOPS
  • Floating-Point Performance: 1.6 GFLOPS
    • SH-4 SIMD: 1.4 GFLOPS geometry
    • PowerVR2: 200 MFLOPS rendering
  • PowerVR2 Capabilities:
  • Display Resolution: 320×240 to 800×608 pixels, interlaced and progressive scan, TV and VGA
    • Internal resolution: 320×240 to 1600×1200 pixels [12]
  • Color Depth: 16‑bit RGB to 32‑bit ARGB, 65,536 colors (16‑bit color) to 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color spaces, color key overlay [19]
  • Framebuffer:
    • Full framebuffer: 320×240×16‑bit (150 KB) to 1600×1200×32‑bit (7500 KB)
    • Strip/Tile buffer: 32×32×16‑bit (4 KB) to 32×1024×32‑bit (256 KB) [9]
  • Vector Performance:
    • Geometry: 23 million vertices/sec (60 FLOPS per vertex) [20]
    • Rendering: 21,428,571 vertices/sec (14 ISP FPU cycles per 3 vertices) [21]
  • Polygon Geometry: Effective performance, including overdrawn and back‑facing polygons not drawn on screen
    • 11 million polygons/sec (130 FLOPS per polygon)
    • More than 10 million polygons/sec: Lighting (under 140 FLOPS per polygon) [6]
  • Rendered On‑Screen Polygons: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons (including them, effective performance is more than than 10 million polygons/sec) [6][22]
    • 7,142,857 polygons/sec (14 ISP FPU cycles per polygon) [21]
    • 7 million polygons/sec: Lighting, textures, shadows,[12] trilinear filtering [23]
    • 6 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading (243 FLOPS per polygon)
    • 3.3 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading, bump mapping (430 FLOPS per polygon) [24]
  • Rendering Fillrate: [6][9]
    • 3.2 GPixels/s: Opaque polygons (32 pixels per clock cycle)
    • 200–500 MPixels/s: Average fillrate [25]
    • 100 MPixels/s: Translucent polygons with maximum hardware sort depth of 60 (1 pixel per clock cycle)
    • 100 MPixels/s to 3.2 GPixels/s, depending on opacity/translucency of polygons (1–32 pixels per clock cycle) [11]
  • Texture Fillrate:
    • 200–500 MTexels/s: Effective fillrate (including overdrawn and back‑facing textures)
    • 100 MTexels/s: Front‑facing textures drawn on screen
  • VRAM: 8 MB (unified framebuffer and texture memory) [26][9][27]
    • Framebuffer: 4 KB to 7500 KB
    • Textures: Up to 8188 KB (effectively up to 63.8 MB with maximum texture compression)
    • Polygons: Up to 6511 KB (10 million polygons/sec, 32‑bit precision, 40 bytes per polygon)
    • Note: Main RAM mainly used to store polygon display lists. Main RAM can also be used to store textures.
  • VRAM bandwidth: 800 MB/s (effectively up to 6.38 GB/s with maximum texture compression)
    • Framebuffer: 120 KB/s to 450 MB/s
    • Textures: Up to 799 MB/s (effectively up to 6.38 GB/s with maximum texture compression)
    • Polygons: Up to 400 MB/s (10 million polygons/sec, 32‑bit precision, 40 bytes per polygon)
  • Full Motion Video: MPEG decoding, video compression, 320×240 to 640×320 and 320×480 video resolutions, 3D polygons can be superimposed over FMV video [6]

Sound

Memory

  • System RAM: 26.125 MB
    • Main RAM: 16 MB SDRAM (Hyundai HY57V161610D)
      • Can be used for storing textures and polygon display lists, accessible by SH4 and PowerVR2 (via SH4 DMA) [9]
    • VRAM: 8 MB SDRAM (unified framebuffer and texture memory) [26]
      • Accessible by Power VR2 and SH4 (via DMA and store queues)
    • Sound RAM: 2 MB SDRAM
    • GD-ROM buffer RAM: 128 KB [10]
  • System ROM: 2 MB [10]
  • Flash Memory: 128 KB [9]
  • Internal Processor Memory: 65,232 bytes (63.703 KB) [9]
    • SH4: 26,178 bytes (8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache,[29] 1538 bytes registers)
    • PowerVR2: 6274 bytes (128 bytes ISP cache, 1 KB texture cache, 509 bytes fog table, 4093 bytes palette RAM, 256 bytes FIFO buffer, 264 bytes registers)
    • AICA: 32,780 bytes (32 KB sound registers, 8 bytes RTC registers,[10] 4 bytes FIFO buffer)
  • GD-ROM Drive: 12× maximum speed (when running in Constant Angular Velocity mode) [10][9]
    • Disc formats: GD‑ROM, CD‑ROM, CD‑DA, , Photo CD, Video CD, CD Extra, CD+G, CD+EG
    • Storage capacity: 1 GB per GD‑ROM, 656 MB per CD‑ROM

Bandwidth

  • System RAM Bandwidth: 1.75 GB/s (4 buses, 160-bit bus width) [10]
    • SH4, PVR2 <‑> Main RAM — 800 MB/s (64‑bit, 100 MHz) [30]
    • PVR2 <‑> VRAM — 800 MB/s (64‑bit, 100 MHz, 7 ns) [31]
    • AICA <‑> Sound RAM — 132 MB/s (16‑bit, 66 MHz)
    • SH4 <‑> GD‑ROM buffer — 13.3 MB/s (16‑bit)
  • System ROM Bandwidth: 20 MB/s (16‑bit, 10 MHz)
  • Internal Processor Memory Bandwidth: 2.66 GB/s
    • SH4: 1.6 GB/s (64‑bit, 200 MHz)
    • PowerVR2: 800 MB/s (64‑bit, 100 MHz)
    • AICA: 256 MB/s (32‑bit, 67 MHz)
  • GD‑ROM Drive: 1.8 MB/s transfer rate, 250 milliseconds access time

BIOS

BIOS Revisions
BIOS Version Machine Download
1.004 Sega Dreamcast (Commercial-Early) 1.004 (Japan) (info) ("Jp_dc_1.004.7z" does not exist)
1.01d Sega Dreamcast (Commercial) 1.01d (North America) (info) ("Us_dc_1.01d.zip" does not exist)
1.01d (Europe) (info) ("Eu_dc_1.01d.zip" does not exist)
1.01d (Japan) (info) ("Jp_dc_1.01d.zip" does not exist)
1.011 Sega Dreamcast (HKT-0120 Devbox) 1.011 (HKT-0120 Devbox) (info) ("Jp_dc_1.011(dev).7z" does not exist)

Other specifications

  • Operating Systems:
  • Inputs: Four ports that can support a digital and analog controller, steering wheel, joystick, keyboard, mouse, and more
  • Dimensions: 189mm x 195mm x 76mm (7 7/16" x 7 11/16" x 3")
  • Weight: 1.9kg (4.4lbs)
  • Modem: Removable; Original Asia/Japan model had a 33.6 Kbytes/s; models released after 9 September 1999 had a 56 Kbytes/s modem
  • Sega Dreamcast Broadband Adapter: these adapters are available separately and replace the removable modem
    • HIT-400: "Broadband Adapter", the more common model, this used a RealTek 8139 chip and supported 10/100mbit
  • HIT-300: "Lan Adapter", this version used a Fujitsu MB86967 chip and supported only 10mbit
  • Storage: "Visual Memory Unit" (VMU) 128 Kb removable storage device
  • Input devices: (4 custom controller ports)
  • Output devices:
  • Add-ons:

History

Main article: History of the Sega Dreamcast.

Games

List of games

Main article: List of Dreamcast games.

Launch titles

Japan

North America

Europe

[32]

Brazil

[5]

Magazine articles

Main article: Sega Dreamcast/Magazine articles.

Promotional material

Print advertisements

Logo-pdf.svg
Print advert in Official Dreamcast Magazine (US) #1: "September 1999" (1999-08-24)
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Print advert in Official Dreamcast Magazine (US) #1: "September 1999" (1999-08-24)
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Print advert in Official Dreamcast Magazine (US) #1: "September 1999" (1999-08-24)
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Print advert in Official Dreamcast Magazine (US) #1: "September 1999" (1999-08-24)
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Print advert in Arcade (UK) #10: "September 1999" (1999-07-27)
Logo-pdf.svg
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Print advert in DC-UK (UK) #1: "September 1999" (1999-xx-xx)
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Print advert in Official Dreamcast Magazine (UK) #preview: "Taster" (1999-xx-xx)
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Print advert in Consoles Max (FR) #2: "Juillet/Août 1999" (1999-0x-xx)
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Print advert in Dreamcast: Das Offizielle Magazin (DE) #1: "Oktober 1999" (1999-10-14)
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Print advert in Dreamcast: Das Offizielle Magazin (DE) #1: "Oktober 1999" (1999-10-14)
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Print advert in MAN!AC (DE) #1999-11: "11/99" (1999-10-06)
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Print advert in MAN!AC (DE) #1999-12: "12/99" (1999-11-03)
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Retailers

Logo-pdf.svg
Print advert in Arcade (UK) #10: "September 1999" (1999-07-27)
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Television advertisements

Other advertisements

Artwork

Hardware diagrams

Logos

References

  1. File:CVG UK 216.pdf, page 52
  2. File:CVG UK 215.pdf, page 59
  3. File:ConsolesMicro FR 01.pdf, page 15
  4. File:NextLevel DE 1999-0910.pdf, page 6
  5. 5.0 5.1 http://www.tectoy.com.br/unshock/prop.htm (Wayback Machine: 2000-03-03 16:07)
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Sega Dreamcast: Implementation (IEEE) (Wayback Machine: 2000-08-23 20:47)
  7. File:SH-4 Software Manual.pdf
  8. File:SH-4 datasheet.pdf
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 File:DreamcastDevBoxSystemArchitecture.pdf
  10. 10.0 10.1 10.2 10.3 10.4 10.5 File:Dreamcast Hardware Specification Outline.pdf
  11. 11.0 11.1 File:PowerVR2DCFeaturesUnderWindowsCE.pdf
  12. 12.0 12.1 12.2 http://segatech.com/technical/gpu/index.html
  13. File:DreamcastDevBoxSystemArchitecture, page 94
  14. Hideki Sato Sega Interview (Edge)
  15. Tiling Accelerator Notes
  16. Zombie Revenge (21 January 2000)
  17. PowerVR (Dreamcast Hardware)
  18. Dreamcast Comparison
  19. Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
  20. Computer Graphics: Principles and Practice (Page 868)
  21. 21.0 21.1 File:DreamcastDevBoxSystemArchitecture, page 95
  22. Floating-Point Calculations
  23. Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Page 277)
  24. File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 11
  25. File:Edge UK 067.pdf, page 11
  26. 26.0 26.1 File:Dreamcast Hardware Specification Outline.pdf, page 18
  27. Polygon Calculations
  28. Dreamcast & Saturn Specifications
  29. File:SH-4 Software Manual.pdf, page 25
  30. File:Dreamcast Hardware Specification Outline.pdf, page 14
  31. File:Dreamcast Hardware Specification Outline.pdf, page 6
  32. File:DreamcastMagazine UK 03.pdf, page 7
Sega Home Video Game Systems
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11
SG-1000 SG-1000 II Mega Drive Mega Drive II
SC-3000 Mega-CD Mega-CD II Genesis 3
Sega Mark III 32X Dreamcast
Master System Master System II
AI Computer Game Gear
Saturn
Pico Beena


Sega Dreamcast
Topics Technical specifications (Hardware comparison) | History (Development | Release | Decline and legacy | Internet) | List of games | Magazine articles | Promotional material | Merchandise
Hardware Japan (Special) | Western Europe | Eastern Europe | North America | Asia | South America | Australasia | Africa
Add-ons Dreamcast Karaoke | Dreameye
Controllers Controller | Arcade Stick | Fishing Controller | Gun (Dream Blaster) | Race Controller | Maracas Controller (Third-party) | Twin Stick | Keyboard | Mouse | Third-party
Controller Add-ons Jump Pack (Third-party) | Microphone | VMU (4x Memory Card | Third-party)
Development Hardware Dev.Box | Controller Box | Controller Function Checker | Sound Box | GD-Writer | C1/C2 Checker | Dev.Cas | GD-ROM Duplicator
Online Services/Add-ons Dreamarena | SegaNet | WebTV for Dreamcast | Modem | Modular Cable | Modular Extension Cable | Broadband Adapter | Dreamphone
Connector Cables Onsei Setsuzoku Cable | RF Adapter | Scart Cable | S Tanshi Cable | Stereo AV Cable | VGA Box

Dreamcast MIDI Interface Cable | Neo Geo Pocket/Dreamcast Setsuzoku Cable | Taisen Cable

Misc. Hardware Action Replay CDX | Code Breaker | Kiosk | MP3 DC | MP3 DC Audio Player | Official Case | Treamcast
Third-party accessories Controllers | Controller converters | Miscellaneous
Unreleased Accessories DVD Player | Zip Drive | Swatch Access for Dreamcast | VMU MP3 Player
Arcade Variants NAOMI | Atomiswave | Sega Aurora