Sega Dreamcast/Technical specifications
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Technical specifications for the Sega Dreamcast.
Contents
CPU
- Operating frequency: 200 MHz
- Features: RISC, 2-way Superscalar,[3][1] parallel pipelining[4]
- Units: 128‑bit SIMD vector unit with graphic functions, 64‑bit floating‑point unit, 32‑bit fixed‑point unit, DMA controller[2] (frees CPU for other tasks),[5] interrupt controller[2]
- 128‑bit vector graphic computational engine (SIMD) @ 200 MHz: Vector unit, geometry processor, DSP, graphic functions,[2][6] 3D capabilities,[5] calculates T&L 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)[7]
- Bus width: 128‑bit internal, 64‑bit external
- Bandwidth: 3.2 GB/s internal, 1.6 GB/s external
- Performance:
Graphics
Graphical specifications of the Dreamcast:[9][7][10]
- GPU: 2 graphics processors (SH‑4 SIMD, CLX2)
- Cores: 6 cores (SH‑4 SIMD, 5 CLX2 cores)
- GPU Geometry Processor: Hitachi SH‑4 SIMD @ 200 MHz (1.4 GFLOPS)
- GPU Rasterizer: NEC‑VideoLogic PowerVR CLX2 (PVR2DC/HOLLY) @ 100 MHz (PowerVR2 series)
- CLX2 Cores: Tile Accelerator (TA), Image Synthesis Processor (ISP), Texture & Shading Processor (TSP), Triangle Setup FPU, RAMDAC[11]
- CLX2 units: 50 rendering units (37 ISP units, 10 TSP units, 2 FPU units, 1 RAMDAC)
- TA Tile Accelerator: 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
- Tile buffer: 600 tiles[gn 3]
- ISP Image Synthesis Processor: Rasterizer, depth‑sorting, parallel‑processing of tiles/pixels/polygons at high speeds, reduces bandwidth requirements[14]
- 37 ISP units: ISP Precalc Unit, ISP PE Array (32 PE), Depth Accumulation Buffer, Span RLC, Span Sorter, ISP Parameter Cache[15]
- ISP PE Array: 32 processor elements (PE), on-chip depth sorting, on-chip Z-buffering, 3D processing of 32 pixels/cycle per PE (1024-bit), 32-bit Z-buffer depth data processing[gn 4]
- ISP Parameter Cache: 12 KB
- Span RLC: RLE tile/polygon compression, 32 pixels/cycle, 32-bit[gn 5]
- TSP Texture & Shading Processor: Shader and texture‑mapping unit[gn 6]
- 10 TSP units: TSP Precalc, Parameter Cache, Texture Cache, Iterator Array, Pixel Processing Engine, Tile Accumulation Buffer, Secondary Accumulation Buffer, Combine & Bump Map Unit, Fog Unit, Alpha Blending Unit[18]
- Pixel Processing Engine: Texturing/Shading for 32-pixel data processed by ISP[16]
- TSP Parameter Cache: 12 KB[15]
- Texture Cache: 1 KB (64-bit), VQ texture compression/decompression
- Tile Accumulation Buffer: 4 KB (32-bit),[19] 32×32 pixels[20]
- Secondary Accumulation Buffer: 4 KB (32-bit),[19] 32×32 pixels
- Triangle Setup FPU: 2 FPU rendering units, 728 MFLOPS
- Texture mapping: Perspective‑correct texture mapping, perspective‑correct mipmapping,[24] environment mapping, 1×1 to 2048×2048 texture sizes,[25] VQ texture compression,[26] 12.52% (7.98:1)[25] to 37.5% (2.67:1) texture compression ratios,[27] multi‑texturing,[28] texture clamping/wrapping/mirroring, bump mapping (2‑pass),[29][30] normal mapping (Dot3 bump mapping)
- Filtering: Point filtering, bilinear filtering,[3] trilinear filtering (2-pass),[31] anisotropic filtering[32]
- Anti‑aliasing: Super‑sample anti‑aliasing (up to 4× SSAA),[24] full‑scene anti‑aliasing (FSAA), edge anti‑aliasing[32]
- Alpha blending: 256 levels of transparency, multi‑pass blending, per‑pixel translucency sorting, order-independent transparency,[33] translucent polygons/textures, realistic translucent effects (e.g. flames, water splashes, lens flare),[16] multiple layers of translucency[15]
- Shading: Perspective‑correct ARGB Gouraud shading, flat shading, shadows, shadow volume generation,[34] post-processing,[28] Phong shading[16]
- Rendering: ROP (render output unit), on-chip 32‑bit floating‑point Z‑buffering,[17] 256 fog effects, vertex fog, per‑pixel table fog, darkness,[16] hardware clipping to viewport
- Lighting: Specular highlighting,[32][35] per‑pixel lighting,[36] light volume generation,[34] parallel light source, point source, environmental light, illumination for circular and non-circular sections[16]
- Tiled rendering: Screen partitioning into 32×32 tiles, tile/strip/line buffer (framebuffer compression), each tile rendered in internal 32×32 buffer in register memory before being copied to main framebuffer, increases fillrate significantly[37]
- Deferred rendering: Hidden surface removal (32‑bit floating‑point), back‑face culling, culling of tiny polygons
- Polygons: Triangle polygons, quad polygons, sprite polygons, opaque polygons drawn at high speed[gn 8]
- Depth sorting: Alpha test in tile buffer, hardware front-to-back translucency sorting, increases fillrate for opaque and translucent polygons, on-chip Z-buffering[7][17]
- GMV (general modifier volumes): Light beams, shadows, lasers, glowing suns,[38] dynamic lighting, dynamic colored lighting,[39] dynamic shadows, light bloom, tessellation,[40][41] motion blur,[42] volumetric effects (shadows, lens flare, etc.),[43] volumetric fog,[5] stencil volume shadows.[28]
- Other features: Flicker filtering,[44] accurate collision detection, LOD (Level of detail)[16]
- Display Resolution: 320×240 to 800×608 pixels, interlaced and progressive scan, TV and VGA
- Refresh rate: 30–60 Hz (NTSC/PAL60), 25–50 Hz (PAL50)[44]
- Maximum frame rate: 60 FPS (NTSC/PAL60), 50 FPS (PAL50)
- Color Depth: 16‑bit RGB to 32‑bit ARGB,[32] 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[45]
- Framebuffer: Optional (raster method can be used with tile buffer)[46][47]
- Strip/Tile buffer: 32×32×16‑bit (4 KB) to 32×32×32‑bit (8 KB) in local tile buffer cache memory[7]
- Full framebuffer: 320×240×16-bit (300 KB) to 1600×1200×24‑bit (5625 KB) or 2048×2048×16‑bit (8 MB) in VRAM (optional)[47]
- Note: Due to deferred rendering, framebuffer only needs to be filled once per fram[gn 9]
- VRAM: 8 MB (unified framebuffer and texture memory, effectively 21–63 MB with texture compression)[48][7]
- Framebuffer: 300–5625 KB (optional)[gn 10]
- Polygons: Stored in double-buffered display lists,[49][50] 22 bytes per shaded triangle,[gn 11] 31 bytes per textured triangle,[gn 12] 36 bytes per bump-mapped triangle,[gn 13] 38 bytes per volume-modified triangle,[gn 14] 96 bytes per sprite[gn 15][51]
- Textures: 32 KB[gn 16] to 8 MB (effectively 21–63 MB with texture compression),[27]Average 5 MB[52] (effectively 20–30 MB with texture compression)[26]
32 bytes[gn 17] to 386 KB[gn 18] or 1026 KB[gn 19] per texture
- Floating-Point Performance: 2.1 GFLOPS
- SH-4 SIMD: 1.4 GFLOPS geometry
- CLX2: 728 MFLOPS rendering
- 3.2 GPixels/s: Maximum fillrate for opaque polygons[gn 20]
- 500 MPixels/s: Average fillrate for translucent and opaque polygons[53][gn 21]
- 100 MPixels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60[gn 22]
- 100 MPixels/s to 3.2 GPixels/s, depending on translucency and depth of polygons[gn 23]
- Texture Fillrate:[gn 24]
- 16 million vertices/s[gn 31]
- 7.1 million polygons/s: Lighting, Gouraud shading[gn 32]
- 7–7.1 million polygons/s: Lighting, texture mapping, Gouraud shading[gn 33]
- 7 million polygons/s: Lighting, texture mapping, shadows[23][gn 34]
- 7 million polygons/s: Lighting, texture mapping, trilinear filtering[63][gn 34]
- 5–6.4 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping[gn 35]
- 4.13 million polygons/s: Lighting, texture mapping, anisotropic filtering[gn 36]
- 3.12 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping, anisotropic filtering, translucent polygons[gn 37]
- Colors per sprite: 16 colors (4-bit color) to 16,777,216 colors (24-bit color)[66]
- Sprite sizes: 8×8 texels (224 bytes) to 2048×2048 texels (1026.2 KB)[24][27]
- Sprite fillrate: 100 MTexels/s
- Maximum sprites per frame: 26,041 sprites (8×8, 60 FPS), 31,250 sprites (8×8, 50 FPS)
- Maximum texels per scanline: 6944 texels (NTSC/PAL60), 8333 texels (PAL50)
- Maximum sprites per scanline: 868 sprites (NTSC/PAL60), 1041 sprites (PAL50)
- 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[3]
Notes
- ↑ [2 instructions per cycle[8] 2 instructions per cycle[8]]
- ↑ [7 floating-point operations per cycle 7 floating-point operations per cycle]
- ↑ [32-bit,[12] 2397 bytes[13] 32-bit,[12] 2397 bytes[13]]
- ↑ [3 cycles/polygon, 1 tile/cycle[16][17] 3 cycles/polygon, 1 tile/cycle[16][17]]
- ↑ [3.2 GPixels/s 3.2 GPixels/s]
- ↑ [Avoids shading/texturing overdrawn pixels/tiles and back‑facing polygons to maximize bandwidth for on‑screen pixels/tiles and front‑facing polygons, perspective correction for all texture/shading elements (including fog and alpha blending)[14] Avoids shading/texturing overdrawn pixels/tiles and back‑facing polygons to maximize bandwidth for on‑screen pixels/tiles and front‑facing polygons, perspective correction for all texture/shading elements (including fog and alpha blending)[14]]
- ↑ [14 cycles per polygon, 51 floating-point operations per polygon, 51 floating-point operations per 14 cycles[21][22] 14 cycles per polygon, 51 floating-point operations per polygon, 51 floating-point operations per 14 cycles[21][22]]
- ↑ [32 pixels per cycle[3][14] 32 pixels per cycle[3][14]] (Wayback Machine: 2000-08-23 20:47)
- ↑ [For opaque polygons, while translucent polygons can overdraw with up to 100 MPixels/s (200–300 MB/s) For opaque polygons, while translucent polygons can overdraw with up to 100 MPixels/s (200–300 MB/s)]
- ↑ [Average 1200 KB (640×480, 16-bit color, double-buffered) Average 1200 KB (640×480, 16-bit color, double-buffered)]
- ↑ [Flat/Gouraud shading, 43 bytes double-buffered Flat/Gouraud shading, 43 bytes double-buffered]
- ↑ [Gouraud shading, 62 bytes double-buffered Gouraud shading, 62 bytes double-buffered]
- ↑ [Textured, Gouraud shading, bump mapping, 72 bytes double-buffered Textured, Gouraud shading, bump mapping, 72 bytes double-buffered]
- ↑ [Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered]
- ↑ [Sprite, quad, 192 bytes double-buffered Sprite, quad, 192 bytes double-buffered]
- ↑ [8×8 texture, 16 colors 8×8 texture, 16 colors]
- ↑ [8×8×4-bit 8×8×4-bit]
- ↑ [1024×1024×24-bit[27][25] 1024×1024×24-bit[27][25]]
- ↑ [2048×2048×16-bit[25] 2048×2048×16-bit[25]]
- ↑ [32 pixels per cycle,[14] 1 pixel per PE (processor element)[16][17] 32 pixels per cycle,[14] 1 pixel per PE (processor element)[16][17]]
- ↑ [5 pixels per cycle, 6 PEs (processor elements) per pixel 5 pixels per cycle, 6 PEs (processor elements) per pixel]
- ↑ [60 layers depth, 1 pixel per cycle, 32 PEs per pixel 60 layers depth, 1 pixel per cycle, 32 PEs per pixel]
- ↑ [1–60 layers depth, 1–32 pixels per cycle,[10] 1–32 PEs per pixel 1–60 layers depth, 1–32 pixels per cycle,[10] 1–32 PEs per pixel]
- ↑ [Same as pixel rendering fillrate Same as pixel rendering fillrate]
- ↑ [4 cycles per matrix transformation[55] 4 cycles per matrix transformation[55]]
- ↑ [12 cycles per vertex (12 cycles division latency)[56]
- 4 cycles matrix transformation[55]
- 5 cycles perspective division: 2 multiplies, 1 divide, 2 FLDI1[57] (1 MAC per cycle,[58] 1 divide per cycle,[56] 1 cycle per FLDI1)[59] 12 cycles per vertex (12 cycles division latency)[56]
- 4 cycles matrix transformation[55]
- 5 cycles perspective division: 2 multiplies, 1 divide, 2 FLDI1[57] (1 MAC per cycle,[58] 1 divide per cycle,[56] 1 cycle per FLDI1)[59]]
- ↑ [N triangle strips per N+2 vertices[60] N triangle strips per N+2 vertices[60]]
- ↑ [14 cycles per vertex: 4 cycles matrix transformation, 5 cycles perspective division, 1 cycle surface normal, 4 cycles lighting matrix[61][54][62] 14 cycles per vertex: 4 cycles matrix transformation, 5 cycles perspective division, 1 cycle surface normal, 4 cycles lighting matrix[61][54][62]]
- ↑ [N triangle strips per N+2 vertices N triangle strips per N+2 vertices]
- ↑ [29 cycles per vertex: 4 cycles matrix transformation, 5 cycles perspective division, 4 surface normals (4 cycles), 4 lighting matrices (16 cycles) 29 cycles per vertex: 4 cycles matrix transformation, 5 cycles perspective division, 4 surface normals (4 cycles), 4 lighting matrices (16 cycles)]
- ↑ [14 ISP FPU cycles per 3 vertices,[21] 192 pixels per vertex 14 ISP FPU cycles per 3 vertices,[21] 192 pixels per vertex]
- ↑ [14 ISP FPU cycles per polygon,[21] 119,000–187,000 polygons per scene, 450 pixels per polygon 14 ISP FPU cycles per polygon,[21] 119,000–187,000 polygons per scene, 450 pixels per polygon]
- ↑ [116,000–130,326 polygons per scene, 70 texels per polygon 116,000–130,326 polygons per scene, 70 texels per polygon]
- ↑ 34.0 34.1 [116,000–116,667 polygons per scene, 71 texels per polygon 116,000–116,667 polygons per scene, 71 texels per polygon]
- ↑ [83,000–107,736 polygons per scene, 78–100 texels per polygon 83,000–107,736 polygons per scene, 78–100 texels per polygon]
- ↑ [68,832 polygons per scene,[64] 121 texels per polygon 68,832 polygons per scene,[64] 121 texels per polygon]
- ↑ [50,000–56,000 polygons per scene, 32 texels per polygon 50,000–56,000 polygons per scene, 32 texels per polygon]
Memory
- System ROM: 2 MB[9]
- Flash Memory: 128 KB[7]
- GD-ROM Drive: 12× maximum speed (when running in Constant Angular Velocity mode)[9][7]
- 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
- Internal Processor Cache Bandwidth: 18.8 GB/s[mn 12]
- GD‑ROM Drive: 1.8 MB/s transfer rate, 250 milliseconds access time
Notes
- ↑ Hyundai HY57V161610D[67]
- Can be used for storing textures and polygon display lists, accessible by SH4 and PowerVR2 (via SH4 DMA)[7]
- ↑ [Unified framebuffer and texture memory[48]
- Accessible by Power VR2 and SH4 (via DMA and store queues)
- Accessible by Power VR2 and SH4 (via DMA and store queues)]
- ↑ [93,518 bytes 93,518 bytes]
- ↑ [26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache,[68] 1538 bytes registers 26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache,[68] 1538 bytes registers]
- ↑ [34,560 bytes:
- Register memory: 8.25 KB[69] (2397 bytes TA tile buffer,[13][12] 509 bytes fog table, 4093 bytes palette RAM)[70]
- ISP cache: 12.25 KB (12 KB ISP Parameter Cache,[15] 128 bytes Depth Accumulation Buffer, 1024-bit ISP PE Array)[16]
- TSP cache: 13 KB (4 KB TSP Parameter Cache,[15] 1 KB Texture Cache,[14] 4 KB Tile Accumulation Buffer,[20][19] 4 KB Secondary Accumulation Buffer)[19]
- FIFO buffer: 256 bytes
- Register memory: 8.25 KB[69] (2397 bytes TA tile buffer,[13][12] 509 bytes fog table, 4093 bytes palette RAM)[70]
- ISP cache: 12.25 KB (12 KB ISP Parameter Cache,[15] 128 bytes Depth Accumulation Buffer, 1024-bit ISP PE Array)[16]
- TSP cache: 13 KB (4 KB TSP Parameter Cache,[15] 1 KB Texture Cache,[14] 4 KB Tile Accumulation Buffer,[20][19] 4 KB Secondary Accumulation Buffer)[19]
- FIFO buffer: 256 bytes]
- ↑ [32,780 bytes: 32 KB sound registers, 8 bytes RTC registers,[9] 4 bytes FIFO buffer 32,780 bytes: 32 KB sound registers, 8 bytes RTC registers,[9] 4 bytes FIFO buffer]
- ↑ [4 buses, 160-bit bus width[9] 4 buses, 160-bit bus width[9]]
- ↑ [64‑bit, 100 MHz[71] 64‑bit, 100 MHz[71]]
- ↑ [64‑bit, 100 MHz,[72] 64‑bit, 100 MHz,[72]]
- ↑ [16‑bit, 66 MHz 16‑bit, 66 MHz]
- ↑ [16‑bit 16‑bit]
- ↑ [384‑bit 384‑bit]
- ↑ [128‑bit, 200 MHz 128‑bit, 200 MHz]
- ↑ [1248‑bit, 100 MHz: 1248‑bit, 100 MHz:
- ↑ [32‑bit, 67 MHz 32‑bit, 67 MHz]
- ↑ [16‑bit, 10 MHz 16‑bit, 10 MHz]
- ↑ [64‑bit, 100 MHz 64‑bit, 100 MHz]
- ↑ [32‑bit, 100 MHz 32‑bit, 100 MHz]
- ↑ [32‑bit, 50 MHz 32‑bit, 50 MHz]
BIOS
BIOS Version | Machine | Download |
---|---|---|
1.004 | Sega Dreamcast (Commercial-Early) | 1.004 (Japan) (info) (912 kB) |
1.01d | Sega Dreamcast (Commercial) | 1.01d (North America) (info) (885 kB) |
1.01d (Europe) (info) (886 kB) | ||
1.01d (Japan) (info) (885 kB) | ||
1.011 | Sega Dreamcast (HKT-0120 Devbox) | 1.011 (HKT-0120 Devbox) (info) (991 kB) |
Other specifications
- Operating Systems:
- Sega native operating system
- Custom Windows CE, with DirectX 6.0, Direct3D and OpenGL support
- Dimensions: 189mm x 195mm x 76mm (7 7/16" x 7 11/16" x 3")
- Weight: 1.9kg (4.4lbs)
- Input devices: (4 custom controller ports)
References
- ↑ 1.0 1.1 File:SH-4 Software Manual.pdf
- ↑ 2.0 2.1 2.2 2.3 File:SH-4 datasheet.pdf
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 http://computer.org/micro/articles/dreamcast_2.htm (Wayback Machine: 2000-08-23 20:47)
- ↑ File:SH-4 Software Manual.pdf, page 187
- ↑ 5.0 5.1 5.2 Gamers' Republic, "August 1998" (US; 1998-07-21), page 29
- ↑ File:SH-4 Next-Generation DSP Architecture.pdf
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 File:DreamcastDevBoxSystemArchitecture.pdf
- ↑ File:SH-4 Software Manual.pdf, page 5
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 File:Dreamcast Hardware Specification Outline.pdf
- ↑ 10.0 10.1 File:PowerVR2DCFeaturesUnderWindowsCE.pdf
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 94
- ↑ 12.0 12.1 12.2 File:DreamcastDevBoxSystemArchitecture.pdf, page 165
- ↑ 13.0 13.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 101
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 File:DreamcastDevBoxSystemArchitecture.pdf, page 96
- ↑ 15.0 15.1 15.2 15.3 15.4 PC 3D Graphics Accelerators FAQ: VideoLogic PowerVR
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 File:PowerVR.pdf, page 3
- ↑ 17.0 17.1 17.2 17.3 File:Patent US20030025695.pdf
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 110
- ↑ 19.0 19.1 19.2 19.3 File:DreamcastDevBoxSystemArchitecture.pdf, page 111
- ↑ 20.0 20.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 127
- ↑ 21.0 21.1 21.2 21.3 File:DreamcastDevBoxSystemArchitecture.pdf, page 95
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 203
- ↑ 23.0 23.1 23.2 http://segatech.com/technical/gpu/index.html (archive.today)
- ↑ 24.0 24.1 24.2 File:DreamcastDevBoxSystemArchitecture.pdf, page 98
- ↑ 25.0 25.1 25.2 25.3 25.4 File:DreamcastDevBoxSystemArchitecture.pdf, page 144
- ↑ 26.0 26.1 Hideki Sato Sega Interview (Edge)
- ↑ 27.0 27.1 27.2 27.3 File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 9
- ↑ 28.0 28.1 28.2 SEGA Dreamcast: Programming Hints
- ↑ File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 11
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 120
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 116
- ↑ 32.0 32.1 32.2 32.3 File:Dreamcast Hardware Specification Outline.pdf, page 22
- ↑ Optimizing Dreamcast Microsoft Direct3D Performance (1999-03-01) (Microsoft)
- ↑ 34.0 34.1 File:PowerVR.pdf, page 4
- ↑ Tiling Accelerator Notes
- ↑ Zombie Revenge (21 January 2000)
- ↑ 37.0 37.1 PowerVR (Dreamcast Hardware)
- ↑ Dreamcast Comparison
- ↑ Quake III Arena vs Unreal Tournament (IGN)
- ↑ Dreamcast homebrew - winter terrain and light bloom
- ↑ Dreamcast homebrew engine: More dynamic shadows and lighting
- ↑ DF Retro: Shenmue - A Game Ahead Of Its Time (Digital Foundry)
- ↑ http://segatech.com/archives/february1998.html (Wayback Machine: 2001-04-14 02:13)
- ↑ 44.0 44.1 File:Dreamcast Hardware Specification Outline.pdf, page 23
- ↑ http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml (Wayback Machine: 2007-08-11 10:20)
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 13
- ↑ 47.0 47.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 93
- ↑ 48.0 48.1 File:Dreamcast Hardware Specification Outline.pdf, page 18
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 102
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 152
- ↑ 51.0 51.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 199
- ↑ http://segatech.com/technical/polygons/index.html (Wayback Machine: 2001-03-06 00:59)
- ↑ Edge, "January 1999" (UK; 1998-12-23), page 11
- ↑ 54.0 54.1 File:SH-4 Software Manual.pdf, page 151
- ↑ 55.0 55.1 File:SH-4 Next-Generation DSP Architecture.pdf, page 12
- ↑ 56.0 56.1 File:SH-4 Software Manual.pdf, page 211
- ↑ Dreamcast: Basic matrix operations (KallistiOS)
- ↑ File:SH-4 Next-Generation DSP Architecture.pdf, page 4
- ↑ File:SH-4 Software Manual.pdf, page 295
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 91
- ↑ Design of Digital Systems and Devices (page 96)
- ↑ File:SH-4 Next-Generation DSP Architecture.pdf, page 31
- ↑ Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Page 277)
- ↑ Homebrew Test
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 103
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 138
- ↑ File:HY57V161610D datasheet.pdf
- ↑ File:SH-4 Software Manual.pdf, page 25
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 17
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 37
- ↑ File:Dreamcast Hardware Specification Outline.pdf, page 14
- ↑ 72.0 72.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 42
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 49
- ↑ File:Dreamcast Hardware Specification Outline.pdf, page 6