Difference between revisions of "Sega Dreamcast/Hardware comparison"
From Sega Retro
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==Vs. PlayStation 2== | ==Vs. PlayStation 2== | ||
− | Compared to the rival PlayStation 2, the Dreamcast is better at textures, [[wikipedia:Spatial anti-aliasing|anti-aliasing]], and [[wikipedia:Image quality|image quality]], while the PS2 is better at polygon geometry, [[wikipedia:Particle system|particles]], and [[wikipedia:Computer graphics lighting|lighting]]. The PS2 has a more powerful CPU geometry engine | + | Compared to the rival PlayStation 2, the Dreamcast is better at textures, [[wikipedia:Spatial anti-aliasing|anti-aliasing]], and [[wikipedia:Image quality|image quality]], while the PS2 is better at polygon geometry, [[wikipedia:Particle system|particles]], and [[wikipedia:Computer graphics lighting|lighting]]. The PS2 has a more powerful CPU geometry engine, higher translucent fillrate, and more main RAM (32 [[Byte|MB]], compared to Dreamcast's 16 MB), while the DC has more VRAM (8 MB, compared to PS2's 4 MB), higher opaque fillrate, and more GPU hardware features, with CLX2 capabilities like tiled rendering, [[wikipedia:Supersampling|super-sample anti-aliasing]], Dot3 normal mapping, order-independent transparency, and texture compression, which the PS2's GPU lacks. |
− | With larger VRAM and tiled rendering, the DC can render a larger [[wikipedia:Framebuffer|framebuffer]] at higher native [[resolution]] (with an on-chip Z-buffer), and with texture compression, it can compress around 20–60 MB of texture data in its VRAM. Because the PS2 has only 4 MB VRAM, it relies on the main RAM to store textures | + | With larger VRAM and tiled rendering, the DC can render a larger [[wikipedia:Framebuffer|framebuffer]] at higher native [[resolution]] (with an on-chip Z-buffer), and with texture compression, it can compress around 20–60 MB of texture data in its VRAM. Because the PS2 has only 4 MB VRAM, it relies on the main RAM to store textures. While the PS2's CPU–GPU transmission bus for transferring polygons and textures is 50% faster than the Dreamcast's CPU–GPU transmission bus, the DC has textures loaded directly to VRAM (freeing up the CPU–GPU transmission bus for polygons) and texture compression gives it higher effective texture bandwidth. |
− | PS2 games up until 2003 rendered up to 7.5 | + | Dreamcast games were effectively using 20–30 MB of texture data{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} (compressed to around 5–6 MB),{{ref|[http://segatech.com/technical/polygons/index.html How Many Polygons Can the Dreamcast Render?]}} while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB). PS2 games up until 2003 rendered up to 7.5 million polygons/s (145,000 polygons per scene), with most rendering 2–5 million polygons/s (average 52,000 polygons per scene);{{ref|[https://web.archive.org/web/20031210074645/www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf Reaching for the Limits of PS2 Performance: How Far Have We Got? (2003)] ([[wikipedia:Sony Computer Entertainment|SCEE]])}} in comparison, Dreamcast game engines rendered up to 5 million polygons/s (166,666 polygons per scene), with most games rendering 2–4 million polygons/s (average 50,000 polygons per scene).{{ref|[http://planetdc.segaretro.org/games/reviews/testdrivelemans/index.html Test Drive: Le Mans] ([[wikipedia:IGN|IGN]])}} |
− | The | + | The Dreamcast is more user-friendly for developers, making it easier to develop for, while the PS2 is more difficult to develop for; this is the reverse of the [[Sega Saturn/Hardware comparison|32-bit era]], when the PlayStation was more user-friendly, and the Saturn more difficult, for developers. |
==Vs. GameCube and Xbox== | ==Vs. GameCube and Xbox== | ||
− | The Xbox and GameCube were both more powerful than the Dreamcast, but the Dreamcast had several hardware advantages. The Dreamcast has a higher opaque fillrate | + | The Xbox and GameCube were both more powerful than the Dreamcast, but the Dreamcast had several hardware advantages. The Dreamcast has a higher opaque fillrate than the GameCube and Xbox (both under 1 GPixels/s). The Dreamcast's opaque/translucent fillrate was comparable to the Xbox's practical fillrate (250-700 MPixels/s), but lower than the GameCube's fillrate (648-800 MPixels/s).{{ref|[https://web.archive.org/web/20010331050522/cube.ign.com/news/32458.html Graphics Processor Specifications] ([[wikipedia:IGN|IGN]])}} The Dreamcast's SH-4 CPU has a faster floating-point performance than the Xbox's PIII-based CPU (733 MFLOPS), but lower than the GameCube CPU's floating-point performance (1.9 GFLOPS). However, the GameCube and Xbox have [[wikipedia:Transform and lighting|T&L]] GPU with floating-point capabilities, giving both faster floating-point performance than the Dreamcast. |
==Graphics comparison== | ==Graphics comparison== | ||
:''See [[Sega Dreamcast#Technical specifications|Sega Dreamcast technical specifications]] for more technical details on Dreamcast hardware'' | :''See [[Sega Dreamcast#Technical specifications|Sega Dreamcast technical specifications]] for more technical details on Dreamcast hardware'' | ||
− | {| class="wikitable" style="width: | + | {| class="wikitable" style="width: 1200px;" |
|- | |- | ||
! colspan="2" | System | ! colspan="2" | System | ||
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! scope="col" | [[wikipedia:PC game|PC]] (1998) | ! scope="col" | [[wikipedia:PC game|PC]] (1998) | ||
! scope="col" colspan="2" | PC (1999) | ! scope="col" colspan="2" | PC (1999) | ||
+ | ! scope="col" | [[PlayStation 2]] (2000) | ||
|- | |- | ||
! colspan="2" | [[wikipedia:Geometry pipelines|Geometry processors]] | ! colspan="2" | [[wikipedia:Geometry pipelines|Geometry processors]] | ||
Line 37: | Line 38: | ||
! [[wikipedia:Pentium III|Intel Pentium III 800EB]] <br> (800 MHz) | ! [[wikipedia:Pentium III|Intel Pentium III 800EB]] <br> (800 MHz) | ||
! [[NVIDIA]] [[wikipedia:GeForce 256|GeForce 256]] <br> (120 MHz) | ! [[NVIDIA]] [[wikipedia:GeForce 256|GeForce 256]] <br> (120 MHz) | ||
+ | ! [[Sony]]-[[Toshiba EMI|Toshiba]] [[wikipedia:Emotion Engine|Emotion Engine]] <br> (294 MHz) | ||
|- | |- | ||
! colspan="2" | [[wikipedia:Floating-point unit|Floating-point operations]] | ! colspan="2" | [[wikipedia:Floating-point unit|Floating-point operations]] | ||
| 1400 [[wikipedia:MFLOPS|MFLOPS]]{{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}} | | 1400 [[wikipedia:MFLOPS|MFLOPS]]{{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}} | ||
− | | 350 MFLOPS{{ref|Dreamcast CPU's 3D graphics processing is four times faster than Pentium II{{fileref|GamersRepublic US 03.pdf|page=29}}|group=n}} | + | | 350 MFLOPS{{ref|Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II{{fileref|GamersRepublic US 03.pdf|page=29}}|group=n}} |
| 800 MFLOPS{{ref|1=[https://books.google.co.uk/books?id=ZyZPAQAAMAAJ&q=pentium+iii+800+mflops ''Automatic Performance Tuning of Sparse Matrix Kernels'', Volume 1, page 14]}}{{ref|1=[https://books.google.co.uk/books?id=Zi8lBAAAQBAJ&pg=PA9 ''Cluster Computing'', page 9]}} | | 800 MFLOPS{{ref|1=[https://books.google.co.uk/books?id=ZyZPAQAAMAAJ&q=pentium+iii+800+mflops ''Automatic Performance Tuning of Sparse Matrix Kernels'', Volume 1, page 14]}}{{ref|1=[https://books.google.co.uk/books?id=Zi8lBAAAQBAJ&pg=PA9 ''Cluster Computing'', page 9]}} | ||
| 530 MFLOPS{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | | 530 MFLOPS{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | ||
+ | | 6200 MFLOPS | ||
|- | |- | ||
! colspan="2" | [[wikipedia:Transform, clipping, and lighting|T&L]] calculations | ! colspan="2" | [[wikipedia:Transform, clipping, and lighting|T&L]] calculations | ||
− | | | + | | 13 million polygons/s |
− | | | + | | 3 million polygons/s{{ref|Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II{{fileref|GamersRepublic US 03.pdf|page=29}}|group=n}} |
| 6.7 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | | 6.7 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | ||
| 4.4 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | | 4.4 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | ||
+ | | 36 million polygons/s | ||
|- | |- | ||
! colspan="2" | [[wikipedia:Rendering pipeline|Rendering processors]] | ! colspan="2" | [[wikipedia:Rendering pipeline|Rendering processors]] | ||
Line 55: | Line 59: | ||
! [[wikipedia:Voodoo3|3dfx Voodoo3 3500 TV SE]] <br> (200 MHz) | ! [[wikipedia:Voodoo3|3dfx Voodoo3 3500 TV SE]] <br> (200 MHz) | ||
! NVIDIA GeForce 256 <br> (120 MHz) | ! NVIDIA GeForce 256 <br> (120 MHz) | ||
+ | ! [[wikipedia:Graphics Synthesizer|Sony Graphics Synthesizer]] <br> (147.456 MHz) | ||
|- | |- | ||
! colspan="2" | [[wikipedia:Tiled rendering|Tiled rendering]] calculations | ! colspan="2" | [[wikipedia:Tiled rendering|Tiled rendering]] calculations | ||
| 200 MFLOPS | | 200 MFLOPS | ||
+ | | N/A | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
Line 68: | Line 74: | ||
| rowspan="2" | 200 megapixels/s | | rowspan="2" | 200 megapixels/s | ||
| rowspan="2" | 480 megapixels/s | | rowspan="2" | 480 megapixels/s | ||
+ | | rowspan="2" | 2300 megapixels/s | ||
|- | |- | ||
! Opaque/[[wikipedia:Alpha blending|Translucent]] <br> polygons | ! Opaque/[[wikipedia:Alpha blending|Translucent]] <br> polygons | ||
Line 78: | Line 85: | ||
| 400 megatexels/s | | 400 megatexels/s | ||
| 480 megatexels/s | | 480 megatexels/s | ||
+ | | 1200 megatexels/s | ||
|- | |- | ||
! [[wikipedia:Texture compression|Texture compression]] | ! [[wikipedia:Texture compression|Texture compression]] | ||
Line 84: | Line 92: | ||
| 4:1 ([[wikipedia:FXT1|FXT1]]) | | 4:1 ([[wikipedia:FXT1|FXT1]]) | ||
| 6:1 ([[wikipedia:S3TC|S3TC]]) | | 6:1 ([[wikipedia:S3TC|S3TC]]) | ||
+ | | 1:1 (N/A) | ||
|- | |- | ||
! rowspan="2" | CPU–GPU <br> transmission <br> bus | ! rowspan="2" | CPU–GPU <br> transmission <br> bus | ||
Line 91: | Line 100: | ||
| 533 MB/s{{ref|2x AGP bus{{ref|[http://www.playtool.com/pages/agpcompat/agp.html AGP Peak Speeds]}}|group=n}} | | 533 MB/s{{ref|2x AGP bus{{ref|[http://www.playtool.com/pages/agpcompat/agp.html AGP Peak Speeds]}}|group=n}} | ||
| 1 [[Byte|GB/s]]{{ref|Transmission bus from Pentium III 800EB (133 MHz [[wikipedia:Front-side bus|FSB]], 1 GB/s) to GeForce 256 (4x AGP){{ref|[http://www.playtool.com/pages/agpcompat/agp.html AGP Peak Speeds]}}|group=n}} | | 1 [[Byte|GB/s]]{{ref|Transmission bus from Pentium III 800EB (133 MHz [[wikipedia:Front-side bus|FSB]], 1 GB/s) to GeForce 256 (4x AGP){{ref|[http://www.playtool.com/pages/agpcompat/agp.html AGP Peak Speeds]}}|group=n}} | ||
+ | | rowspan="2" | 1.2 GB/s | ||
|- | |- | ||
! Effective texture <br> bandwidth | ! Effective texture <br> bandwidth | ||
Line 103: | Line 113: | ||
| 1.8 million polygons/s{{ref|The Celeron 300A 450 MHz (100 MHz FSB, 364 MFLOPS) with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s|group=n}} | | 1.8 million polygons/s{{ref|The Celeron 300A 450 MHz (100 MHz FSB, 364 MFLOPS) with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s|group=n}} | ||
| 6.7 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | | 6.7 million polygons/s{{ref|[https://www.beyond3d.com/content/articles/50/ Benchmarking T&L in 3DMark 2000]}} | ||
+ | | 16 million polygons/s | ||
|} | |} | ||
Revision as of 18:47, 26 November 2016
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Contents
Vs. PC
The Sega Dreamcast's PowerVR CLX2 GPU was the basis for the PowerVR PMX1, a PC GPU released with the Neon 250 graphics card in 1999. However, the Neon 250 lacks many of the tiled rendering features of the CLX2: the tile size is halved from 32×32 pixels to 32×16 pixels (halving the fillrate), it lacks the CLX2's internal Z-buffering and alpha test capability with hardware front-to-back translucency sorting (further reducing the fillrate and performance, as well as requiring the Neon 250 to render a Z-buffer externally), and the tiling is partially handled by software (the CLX2 handles the tiling entirely in hardware). The Neon 250 also lacks the CLX2's latency buffering and palettized texture support while VQ texture compression performance is halved, and it has bus contention due to having a single data bus (whereas the CLX2 has two data buses). The PowerVR2 was also optimized for the Hitachi SH-4's geometry processing capabilities (rather than for a Pentium II or III), while PC drivers and software were not optimized for the Neon 250's tiled rendering architecture (compared to Dreamcast games which were optimized for the CLX2's tiled rendering architecture). The Neon 250 thus had only a fraction of the Dreamcast CLX2's fillrate and rendering performance. The reduction in performance from the Dreamacst's CLX2 to the Neon 250 was comparable to the reduction in performance from the Sega Model 3's Real3D Pro-1000 to the Intel740.
The Dreamcast was generally the most powerful home system during 1998–1999, outperforming high-end PC hardware at the time.[1] The Dreamcast's Hitachi SH-4 CPU calculates 3D graphics four times faster than a Pentium II from 1998,[1] and faster than a Pentium III and NVIDIA GeForce 256 from 1999. The Dreamcast's PowerVR CLX2 GPU, due to its tiled rendering architecture, also has has a higher fillrate and faster polygon rendering throughput than a Voodoo3 and GeForce 256 from 1999.
The Dreamcast's CPU–GPU transmission bus is faster than the Voodoo3 and has a higher effective bandwidth than the GeForce 256 due to the Dreamcast's efficient bandwidth usage, including its lack of CPU overhead from the operating system and the CLX2's tiled rendering architecture: textures loaded directly to VRAM (freeing up CPU–GPU transmission bus for polygons), higher texture compression, on-chip tile buffer with internal Z-buffering, and deferred rendering (no need to draw, shade or texture overdrawn polygons). The CLX2 is also capable of order-independent transparency (which the Voodoo3 and GeForce 256 lacked) and Dot3 normal mapping (which the Voodoo3 lacked).[2]
In terms of game engine performance, the CLX2 peaks at 5 million polygons/s,[3] compared to the GeForce 256 which peaks at 2.9 million polygons/s.[4] Dreamcast game engines rendered 50,000–166,666 polygons per scene (3–5 million polygons/s),[3] while PC game engines of 1999 rendered up to 10,000 polygons per scene[5][6] (1–1.6 million polygons/s).[7] Character models in particular were significantly more detailed in Dreamcast games than in PC games during 1998–1999.[8]
Vs. PlayStation 2
Compared to the rival PlayStation 2, the Dreamcast is better at textures, anti-aliasing, and image quality, while the PS2 is better at polygon geometry, particles, and lighting. The PS2 has a more powerful CPU geometry engine, higher translucent fillrate, and more main RAM (32 MB, compared to Dreamcast's 16 MB), while the DC has more VRAM (8 MB, compared to PS2's 4 MB), higher opaque fillrate, and more GPU hardware features, with CLX2 capabilities like tiled rendering, super-sample anti-aliasing, Dot3 normal mapping, order-independent transparency, and texture compression, which the PS2's GPU lacks.
With larger VRAM and tiled rendering, the DC can render a larger framebuffer at higher native resolution (with an on-chip Z-buffer), and with texture compression, it can compress around 20–60 MB of texture data in its VRAM. Because the PS2 has only 4 MB VRAM, it relies on the main RAM to store textures. While the PS2's CPU–GPU transmission bus for transferring polygons and textures is 50% faster than the Dreamcast's CPU–GPU transmission bus, the DC has textures loaded directly to VRAM (freeing up the CPU–GPU transmission bus for polygons) and texture compression gives it higher effective texture bandwidth.
Dreamcast games were effectively using 20–30 MB of texture data[9] (compressed to around 5–6 MB),[10] while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB). PS2 games up until 2003 rendered up to 7.5 million polygons/s (145,000 polygons per scene), with most rendering 2–5 million polygons/s (average 52,000 polygons per scene);[11] in comparison, Dreamcast game engines rendered up to 5 million polygons/s (166,666 polygons per scene), with most games rendering 2–4 million polygons/s (average 50,000 polygons per scene).[3]
The Dreamcast is more user-friendly for developers, making it easier to develop for, while the PS2 is more difficult to develop for; this is the reverse of the 32-bit era, when the PlayStation was more user-friendly, and the Saturn more difficult, for developers.
Vs. GameCube and Xbox
The Xbox and GameCube were both more powerful than the Dreamcast, but the Dreamcast had several hardware advantages. The Dreamcast has a higher opaque fillrate than the GameCube and Xbox (both under 1 GPixels/s). The Dreamcast's opaque/translucent fillrate was comparable to the Xbox's practical fillrate (250-700 MPixels/s), but lower than the GameCube's fillrate (648-800 MPixels/s).[12] The Dreamcast's SH-4 CPU has a faster floating-point performance than the Xbox's PIII-based CPU (733 MFLOPS), but lower than the GameCube CPU's floating-point performance (1.9 GFLOPS). However, the GameCube and Xbox have T&L GPU with floating-point capabilities, giving both faster floating-point performance than the Dreamcast.
Graphics comparison
- See Sega Dreamcast technical specifications for more technical details on Dreamcast hardware
System | Sega Dreamcast (1998) | PC (1998) | PC (1999) | PlayStation 2 (2000) | ||
---|---|---|---|---|---|---|
Geometry processors | Hitachi SH-4 (200 MHz) |
Intel Pentium II (450 MHz) |
Intel Pentium III 800EB (800 MHz) |
NVIDIA GeForce 256 (120 MHz) |
Sony-Toshiba Emotion Engine (294 MHz) | |
Floating-point operations | 1400 MFLOPS[13] | 350 MFLOPS[n 1] | 800 MFLOPS[14][15] | 530 MFLOPS[16] | 6200 MFLOPS | |
T&L calculations | 13 million polygons/s | 3 million polygons/s[n 2] | 6.7 million polygons/s[16] | 4.4 million polygons/s[16] | 36 million polygons/s | |
Rendering processors | NEC-VideoLogic PowerVR CLX2 (100 MHz) |
3dfx Voodoo Banshee (100 MHz) |
3dfx Voodoo3 3500 TV SE (200 MHz) |
NVIDIA GeForce 256 (120 MHz) |
Sony Graphics Synthesizer (147.456 MHz) | |
Tiled rendering calculations | 200 MFLOPS | N/A | N/A | N/A | N/A | |
Rendering fillrate |
Opaque polygons | 3200 megapixels/s[13] | 100 megapixels/s | 200 megapixels/s | 480 megapixels/s | 2300 megapixels/s |
Opaque/Translucent polygons |
500 megapixels/s[17] | |||||
Texture capabilities |
Texture fillrate | 500 megatexels/s | 100 megatexels/s | 400 megatexels/s | 480 megatexels/s | 1200 megatexels/s |
Texture compression | 8:1 (VQ) | 1:1 (N/A) | 4:1 (FXT1) | 6:1 (S3TC) | 1:1 (N/A) | |
CPU–GPU transmission bus |
Bandwidth | 800 MB/s[13] | 267 MB/s[n 3] | 533 MB/s[n 4] | 1 GB/s[n 5] | 1.2 GB/s |
Effective texture bandwidth |
6.4 GB/s | 267 MB/s | 2 GB/s | 6 GB/s | ||
Polygon rendering throughput | 7 million polygons/s[13] | 700,000 polygons/s[n 6] | 1.8 million polygons/s[n 7] | 6.7 million polygons/s[16] | 16 million polygons/s |
Notes
- ↑ [Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II[1] Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II[1]]
- ↑ [Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II[1] Dreamcast CPU's 3D graphics processing performance is four times faster than Pentium II[1]]
- ↑ [1x AGP bus[18] 1x AGP bus[18]]
- ↑ [2x AGP bus[18] 2x AGP bus[18]]
- ↑ [Transmission bus from Pentium III 800EB (133 MHz FSB, 1 GB/s) to GeForce 256 (4x AGP)[18] Transmission bus from Pentium III 800EB (133 MHz FSB, 1 GB/s) to GeForce 256 (4x AGP)[18]]
- ↑ [The Celeron 300A 450 MHz[19] (100 MHz FSB,[7] 364 MFLOPS)[20] with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s[21] The Celeron 300A 450 MHz[19] (100 MHz FSB,[7] 364 MFLOPS)[20] with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s[21]]
- ↑ [The Celeron 300A 450 MHz (100 MHz FSB, 364 MFLOPS) with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s The Celeron 300A 450 MHz (100 MHz FSB, 364 MFLOPS) with Voodoo3 3500 TV (183 MHz) renders 750,000 polygons/s]
References
- ↑ 1.0 1.1 1.2 1.3 File:GamersRepublic US 03.pdf, page 29
- ↑ [PC Magazine, December 1999, page 193 PC Magazine, December 1999, page 193]
- ↑ 3.0 3.1 3.2 Test Drive: Le Mans (IGN)
- ↑ Actual HW T&L perfomance of NVIDIA GeForce/GeForce2 chips (IXBT Labs)
- ↑ [PC Magazine, December 1999, page 203 PC Magazine, December 1999, page 203]
- ↑ Unreal Modeling Guide (Unreal Developer Network)
- ↑ 7.0 7.1 '95-'99 PC Comparisons
- ↑ DF Retro: Shenmue - A Game Ahead Of Its Time (Digital Foundry)
- ↑ Hideki Sato Sega Interview (Edge)
- ↑ How Many Polygons Can the Dreamcast Render?
- ↑ Reaching for the Limits of PS2 Performance: How Far Have We Got? (2003) (SCEE) (Wayback Machine: 2003-12-10 07:46)
- ↑ Graphics Processor Specifications (IGN) (Wayback Machine: 2001-03-31 05:05)
- ↑ 13.0 13.1 13.2 13.3 Sega Dreamcast: Implementation (IEEE) (Wayback Machine: 2000-08-23 20:47)
- ↑ Automatic Performance Tuning of Sparse Matrix Kernels, Volume 1, page 14
- ↑ Cluster Computing, page 9
- ↑ 16.0 16.1 16.2 16.3 Benchmarking T&L in 3DMark 2000
- ↑ File:Edge UK 067.pdf, page 11
- ↑ 18.0 18.1 18.2 AGP Peak Speeds
- ↑ 20th anniversary Pentium specs leak – will this be the modern era’s Celeron 300A? (ExtremeTech)
- ↑ Recent Advances in Parallel Virtual Machine and Message Passing Interface, page 301
- ↑ 3DMARK 2001SE Benchmarks