Difference between revisions of "Sega Dreamcast"

From Sega Retro

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*** ISP Setup FPU: 100 MHz, 100 MFLOPS, 14 cycles per polygon, 7,142,857 polygons/sec
 
*** ISP Setup FPU: 100 MHz, 100 MFLOPS, 14 cycles per polygon, 7,142,857 polygons/sec
 
*** TSP Setup FPU: 100 MHz, 100 MFLOPS
 
*** TSP Setup FPU: 100 MHz, 100 MFLOPS
** [[wikipedia:RAMDAC|RAMDAC]]: 230 MHz{{ref|http://segatech.com/technical/gpu/index.html}}
+
** [[wikipedia:RAMDAC|RAMDAC]]: 230 MHz{{ref|[http://segatech.com/technical/gpu/index.html VideoLogic's 100 MHz PowerVR Series2], Dreamcast Technical Pages}}
 
* PowerVR2 Buses: 2 buses at 100 MHz, 64-bit TA Bus for transferring polygons and textures (800 MB/s), 32-bit PVRIF Bus for register memory (400 MB/s), 96-bit total bus width (1.2 GB/s total bandwidth){{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=42}}
 
* PowerVR2 Buses: 2 buses at 100 MHz, 64-bit TA Bus for transferring polygons and textures (800 MB/s), 32-bit PVRIF Bus for register memory (400 MB/s), 96-bit total bus width (1.2 GB/s total bandwidth){{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=42}}
 
* PowerVR2 Capabilities:
 
* PowerVR2 Capabilities:
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** GMV (general modifier volumes): Light beams, shadows, lasers, glowing suns{{ref|[http://www.gamepilgrimage.com/DCPScompare.htm Dreamcast Comparison]}}
 
** GMV (general modifier volumes): Light beams, shadows, lasers, glowing suns{{ref|[http://www.gamepilgrimage.com/DCPScompare.htm Dreamcast Comparison]}}
 
* Display [[Resolution]]: 320×240 to 800×608 [[pixel]]s, interlaced and progressive scan, TV and [[Dreamcast VGA Adapter|VGA]]
 
* Display [[Resolution]]: 320×240 to 800×608 [[pixel]]s, interlaced and progressive scan, TV and [[Dreamcast VGA Adapter|VGA]]
** Internal resolution: 320×240 to 1600×1200 pixels{{ref|http://segatech.com/technical/gpu/index.html}}
+
** Internal resolution: 320×240 to 1600×1200 pixels{{ref|[http://segatech.com/technical/gpu/index.html VideoLogic's 100 MHz PowerVR Series2], Dreamcast Technical Pages}}
 
* Frame rate: 30-60 frames/sec
 
* Frame rate: 30-60 frames/sec
 
* Color Depth: 16‑bit RGB to 32‑bit [[wikipedia:RGBA color space|ARGB]], 65,536 colors (16‑bit color) to 16,777,216 colors ([[wikipedia:24-bit color|24‑bit color]]) with 8‑bit (256 levels) [[wikipedia:Alpha compositing|alpha blending]], [[wikipedia:YUV|YUV]] and [[wikipedia:RGB color space|RGB color spaces]], [[wikipedia:Chroma key|color key]] overlay{{ref|[http://web.archive.org/web/20070811102018/www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml Neon 250 Specs & Features]}}
 
* Color Depth: 16‑bit RGB to 32‑bit [[wikipedia:RGBA color space|ARGB]], 65,536 colors (16‑bit color) to 16,777,216 colors ([[wikipedia:24-bit color|24‑bit color]]) with 8‑bit (256 levels) [[wikipedia:Alpha compositing|alpha blending]], [[wikipedia:YUV|YUV]] and [[wikipedia:RGB color space|RGB color spaces]], [[wikipedia:Chroma key|color key]] overlay{{ref|[http://web.archive.org/web/20070811102018/www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml Neon 250 Specs & Features]}}
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* 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 FPU cycles per polygon)</small>{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=95}}
 
** 7,142,857 polygons/sec <small>(14 ISP FPU cycles per polygon)</small>{{fileref|DreamcastDevBoxSystemArchitecture.pdf|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 VideoLogic's 100 MHz PowerVR Series2], Dreamcast Technical Pages}}
 +
** 7 million polygons/sec: Textures, 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>
 
** 4.2 million polygons/sec: Lighting, textures, anisotropic filtering, Gouraud shading
 
** 4.2 million polygons/sec: Lighting, textures, anisotropic filtering, Gouraud shading
Line 146: Line 147:
 
* Rendering [[Fillrate]]:{{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf}}
 
* Rendering [[Fillrate]]:{{ref|[http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm Sega Dreamcast: Implementation (IEEE)]}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf}}
 
** 3.2 [[Pixel|GPixels/s]]: Opaque polygons <small>(32 pixels per clock cycle)</small>
 
** 3.2 [[Pixel|GPixels/s]]: Opaque polygons <small>(32 pixels per clock cycle)</small>
** 500 [[Pixel|MPixels/s]]: Average fillrate with translucent and opaque polygons{{fileref|Edge UK 067.pdf|page=11}}
+
** 500 [[Pixel|MPixels/s]]: Translucent and opaque polygons{{fileref|Edge UK 067.pdf|page=11}}
 
** 100 MPixels/s: Translucent polygons with maximum hardware sort depth of 60 <small>(1 pixel per clock cycle)</small>
 
** 100 MPixels/s: Translucent polygons with maximum hardware sort depth of 60 <small>(1 pixel per clock cycle)</small>
 
** 100 MPixels/s to 3.2 GPixels/s, depending on opacity/translucency of polygons <small>(1–32 pixels per clock cycle)</small>{{fileref|PowerVR2DCFeaturesUnderWindowsCE.pdf}}
 
** 100 MPixels/s to 3.2 GPixels/s, depending on opacity/translucency of polygons <small>(1–32 pixels per clock cycle)</small>{{fileref|PowerVR2DCFeaturesUnderWindowsCE.pdf}}

Revision as of 14:26, 20 September 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.

The Dreamcast was the most powerful home system during 1998–1999, surpassing high-end PC hardware at the time, but not as powerful as Sega arcade systems like the Model 3 Step 2, NAOMI or Hikaru. The Dreamcast's SH-4 calculates 1400 MFLOPS and more than 10 million lit polygons/sec,[6] compared to a PC with PIII 800 and Nvidia GeForce256 which calculates 800 MFLOPS[7][8] and 6.7 million lit polygons/sec.[9] The Dreamcast's CLX2 has a fillrate of over 3.2 GPixels/s with opaque polygons[6] and 500 MPixels/s[10] with translucent polygons, compared to the Voodoo3 3500 TV SE which renders 200 MPixels/s and GeForce256 which renders 480 MPixels/s. The CLX2's rendering throughput is 7 million polygons/sec,[6] compared to the Voodoo3 3500 TV which renders 750,000 polygons/sec with a Celeron 300[11] (243 MFLOPS)[12] and 2.4 million polygons/sec with a PIII 800, while the GeForce256 renders 6.7 million polygons/sec with a PIII 800.[9] The Dreamcast is capable of rendering more than 100,000 polygons per frame,[13] while the most demanding PC games of 1999 rendered 10,000 polygons per frame and the GeForce256 is capable of 50,000 polygons per frame.[14] The Dreamcast has an 800 MB/s CPU–GPU transmission bus,[6] compared to the Voodoo3's 533 MB/s AGP bus (2x AGP 2.0) and GeForce256's 1066 MB/s AGP bus (4x AGP 2.0);[15] the Dreamcast has far more efficient bandwidth usage with the CLX2's tiled rendering, requiring only 32 bytes for each on-screen textured polygon with Gouraud shading (compared to the standard 40 bytes per polygon), textures sent directly to VRAM (freeing up CPU–GPU transmission bus for polygons), with 8:1 VQ texture compression (compared to Voodoo3's 4:1 texture compression and GeForce256's 6:1 S3TC compression), on-chip tile buffer (eliminating need for framebuffer or Z-buffer), and no overdraw (eliminating need to draw or texture overdrawn polygons), significantly reducing bandwidth requirements and giving the Dreamcast higher effective bandwidth.

Compared to the rival PS2, the PS2 has a more powerful geometry engine, higher translucent fillrate, and more main RAM, while the Dreamcast has more VRAM and a higher opaque fillrate. The Dreamcast's GPU has more hardware features, such as full-scene anti-aliasing, tiled rendering, and texture compression, which the PS2's GPU lacks hardware support for. The Dreamcast's VRAM is twice as large, and with its tiled rendering, could render a larger framebuffer at a higher resolution without needing a Z-buffer. The Dreamcast effectively has higher texture memory, as the Dreamcast's tiled rendering does not require a framebuffer or Z-buffer, while texture compression allows it to compress 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. However, the PS2's CPU–GPU transmission bus for transferring polygons and textures has a bandwidth of 1.2 GB/s; while 50% faster than the Dreamcast's 800 MB/s CPU–GPU transmission bus, the Dreamcast's texture compression gives it 2-6 GB/s effective texture bandwidth. While the PS2 is more powerful at untextured polygons, particles, and lighting, the Dreamcast is more effective at textures and anti-aliasing. The Dreamcast is also easier to develop for, while the PS2 is 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)[1][2]
    • 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[3]
    • 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)[4]
    • 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:[5][4][6]

  • GPU: 2 graphics processors (SH‑4 SIMD, PowerVR2)
    • Cores: 6 cores (SH‑4 SIMD, 5 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), Triangle Setup FPU, RAMDAC[7]
    • 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
      • Tile buffer: 600 tiles, 128 bytes per tile, 75 KB tile buffer[8]
    • 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)
      • ISP units: ISP Precalc Unit, ISP PE Array, Depth Accumulation Buffer, Span RLC, Span Sorter
    • 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
      • TSP units: TSP Precalc + Param Cache, Texture Cache, Iterator Array, Pixel Processing Engine, Micro Tile Accumulation Buffer
    • Triangle Setup FPU: 2 FPU rendering units, 200 MFLOPS[7]
      • ISP Setup FPU: 100 MHz, 100 MFLOPS, 14 cycles per polygon, 7,142,857 polygons/sec
      • TSP Setup FPU: 100 MHz, 100 MFLOPS
    • RAMDAC: 230 MHz[9]
  • PowerVR2 Buses: 2 buses at 100 MHz, 64-bit TA Bus for transferring polygons and textures (800 MB/s), 32-bit PVRIF Bus for register memory (400 MB/s), 96-bit total bus width (1.2 GB/s total bandwidth)[10]
  • 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[9]
  • Frame rate: 30-60 frames/sec
  • 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[16]
  • Framebuffer: Optional (raster method can be used)[17]
    • Strip/Tile buffer: 32×32×16‑bit (4 KB) to 32×32×32‑bit (8 KB) in local tile buffer cache memory[4]
    • Full framebuffer: 320×240×16‑bit (160 KB) to 1600×1200×32‑bit (7520 KB) in VRAM (optional)
  • Floating-Point Performance: 1.6 GFLOPS
    • SH-4 SIMD: 1.4 GFLOPS geometry
    • PowerVR2: 200 MFLOPS rendering
  • Vector Performance:
    • Geometry: 23 million vertices/sec (60 FLOPS per vertex)[18]
    • Rendering: 21,428,571 vertices/sec (14 ISP FPU cycles per 3 vertices)[19]
  • 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)[1]
  • 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)[1][20]
    • 7,142,857 polygons/sec (14 ISP FPU cycles per polygon)[19]
    • 7 million polygons/sec: Lighting, textures, shadows[9]
    • 7 million polygons/sec: Textures, trilinear filtering[21]
    • 6 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading (243 FLOPS per polygon)
    • 4.2 million polygons/sec: Lighting, textures, anisotropic filtering, Gouraud shading
    • 3.3 million polygons/sec: Lighting, textures, trilinear filtering, Gouraud shading, bump mapping (430 FLOPS per polygon)[22]
  • Rendering Fillrate:[1][4]
    • 3.2 GPixels/s: Opaque polygons (32 pixels per clock cycle)
    • 500 MPixels/s: Translucent and opaque polygons[23]
    • 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)[6]
  • Texture Fillrate:
    • 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,[24][4][25] effectively up to 63 MB with maximum texture compression)
    • Framebuffer: 160 KB to 7520 KB (optional), 1200 KB (640×480, 16-bit color, double-buffered)
    • Polygons: 32 bytes to 7840 KB (10 million textured polygons/sec with Gouraud shading and modifier volumes, 48 bytes per polygon, 60 frames/sec, 166,666 polygons per frame), 3646 KB (7 million textured polygons/sec with Gouraud shading, 32 bytes per polygon, 60 frames/sec, 116,666 polygons per frame), 5334 KB (5 million textured polygons/sec with Gouraud shading, 32 bytes per polygon, 30 frames/sec, 166,666 polygons per frame)[26]
    • Textures: Up to 8 MB (effectively up to 63 MB with maximum texture compression), 3.2 MB (7 million textured polygons/sec with Gouraud shading, 640×480 framebuffer, effectively up to 25 MB with maximum texture compression), 1.6 MB (5 million textured polygons/sec with Gouraud shading, 32 bytes per polygon, 30 frames/sec, effectively up to 12 MB with maximum texture compression)
    • Note: Main RAM also used to store polygon display lists. Main RAM can also be used to store textures.
  • VRAM bandwidth: 800 MB/s (effectively up to 6.3 GB/s with maximum texture compression)
    • Framebuffer: 4.8 MB/s to 452 MB/s (optional, 30-60 frames/sec), 74 MB/s (640×480, 16-bit color, double-buffered, 60 frames/sec)
    • Polygons: 2 KB/s to 471 MB/s (10 million textured polygons/sec with Gouraud shading and modifier volumes, 48 bytes per polygon, 60 frames/sec), 224 MB/s (7 million textured polygons/sec with Gouraud shading, 32 bytes per polygon, 60 frames/sec)
    • Textures: Up to 800 MB/s (effectively up to 6.3 GB/s with maximum texture compression), 502 MB/s (7 million textured polygons/sec, 640×480 framebuffer, effectively up to 4 GB/s with maximum texture compression)
  • 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[1]

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)[4]
    • VRAM: 8 MB SDRAM (unified framebuffer and texture memory)[24]
      • Accessible by Power VR2 and SH4 (via DMA and store queues)
    • Sound RAM: 2 MB SDRAM
    • GD-ROM buffer RAM: 128 KB[5]
  • System ROM: 2 MB[5]
  • Flash Memory: 128 KB[4]
  • Internal Processor Memory: 150,216 bytes (147 KB)[4]
    • SH4: 26,178 bytes (8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache,[28] 1538 bytes registers)
    • PowerVR2: 91,258 bytes (128 bytes ISP cache, 1 KB texture cache, 509 bytes fog table, 4093 bytes palette RAM, 8.25 KB registers,[29] 256 bytes FIFO buffer, 75 KB tile buffer)
    • AICA: 32,780 bytes (32 KB sound registers, 8 bytes RTC registers,[5] 4 bytes FIFO buffer)
  • GD-ROM Drive: 12× maximum speed (when running in Constant Angular Velocity mode)[5][4]
    • 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)[5]
    • SH4, PVR2 <‑> Main RAM — 800 MB/s (64‑bit, 100 MHz)[30]
    • PVR2 <‑> VRAM — 800 MB/s (64‑bit, 100 MHz, 7 ns, 2x 32-bit buses)[31][32]
    • 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)
  • Transmission Bandwidth: 1.4 GB/s[10]
    • SH4 <‑> PVR2 — 800 MB/s (64‑bit, 100 MHz)
    • SH4IF <-> PVRIF — 400 MB/s (32‑bit, 100 MHz)
    • SH4 <-> Root Bus — 200 MB/s (32‑bit, 50 MHz)
  • Internal Processor Memory Bandwidth: 3.06 GB/s
    • SH4: 1.6 GB/s (64‑bit, 200 MHz)
    • PowerVR2: 1.2 GB/s (96‑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

[33]

Brazil

[34]

Magazine articles

Main article: Sega Dreamcast/Magazine articles.

Promotional material

Print advertisements

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

Television advertisements

Other advertisements

Artwork

Hardware diagrams

Logos

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Sega Dreamcast: Implementation (IEEE) (Wayback Machine: 2000-08-23 20:47)
  2. File:SH-4 Software Manual.pdf
  3. File:SH-4 datasheet.pdf
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 File:DreamcastDevBoxSystemArchitecture.pdf
  5. 5.0 5.1 5.2 5.3 5.4 5.5 File:Dreamcast Hardware Specification Outline.pdf
  6. 6.0 6.1 File:PowerVR2DCFeaturesUnderWindowsCE.pdf
  7. 7.0 7.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 94
  8. File:DreamcastDevBoxSystemArchitecture.pdf, page 165
  9. 9.0 9.1 9.2 VideoLogic's 100 MHz PowerVR Series2, Dreamcast Technical Pages
  10. 10.0 10.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 42
  11. Hideki Sato Sega Interview (Edge)
  12. Tiling Accelerator Notes
  13. Zombie Revenge (21 January 2000)
  14. PowerVR (Dreamcast Hardware)
  15. Dreamcast Comparison
  16. Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
  17. File:DreamcastDevBoxSystemArchitecture.pdf, page 13
  18. Computer Graphics: Principles and Practice (Page 868)
  19. 19.0 19.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 95
  20. Floating-Point Calculations
  21. Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Page 277)
  22. File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 11
  23. File:Edge UK 067.pdf, page 11
  24. 24.0 24.1 File:Dreamcast Hardware Specification Outline.pdf, page 18
  25. Polygon Calculations
  26. File:DreamcastDevBoxSystemArchitecture.pdf, page 201
  27. Dreamcast & Saturn Specifications
  28. File:SH-4 Software Manual.pdf, page 25
  29. File:DreamcastDevBoxSystemArchitecture.pdf, page 17
  30. File:Dreamcast Hardware Specification Outline.pdf, page 14
  31. File:Dreamcast Hardware Specification Outline.pdf, page 6
  32. File:DreamcastDevBoxSystemArchitecture.pdf, page 49
  33. File:DreamcastMagazine UK 03.pdf, page 7
  34. http://www.tectoy.com.br/unshock/prop.htm (Wayback Machine: 2000-03-03 16:07)
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