Difference between revisions of "Sega Saturn/Hardware comparison"

From Sega Retro

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|-
 
|-
 
! Divisions
 
! Divisions
| 6.3 MOPS{{ref|9 cycles per divide (''[[Sega DTS official documentation|Sega DTS]]'', March 1996, Saturn Demo Code And Custom Libraries)}}
+
| 6.3 MOPS{{ref|9 cycles per divide (''[[Sega DTS Saturn official documentation|Sega DTS]]'', March 1996, Saturn Demo Code And Custom Libraries)}}
 
| 5.6 MOPS{{ref|6 cycles per divide, 17 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=60 15 cycles instruction], 2 cycles delay) for 3 divides}}
 
| 5.6 MOPS{{ref|6 cycles per divide, 17 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=60 15 cycles instruction], 2 cycles delay) for 3 divides}}
 
| 2.8 MOPS{{ref|1=[http://www.agner.org/optimize/instruction_tables.pdf#page=100 46 cycles per divide]}}
 
| 2.8 MOPS{{ref|1=[http://www.agner.org/optimize/instruction_tables.pdf#page=100 46 cycles per divide]}}
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| 358,064 triangles/sec,{{ref|1=Saturn T&L for triangles:
 
| 358,064 triangles/sec,{{ref|1=Saturn T&L for triangles:
 
*2x SH-2 DSP: 193,488 triangles/sec, 296 operations/triangle (63 transform operations, [https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 233 operations lighting/projection])
 
*2x SH-2 DSP: 193,488 triangles/sec, 296 operations/triangle (63 transform operations, [https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 233 operations lighting/projection])
*SCU DSP: 164,576 triangles/sec, 87 cycles/triangle (''[[Sega DTS official documentation|Sega DTS]]'', March 1996, DSP Demo)
+
*SCU DSP: 164,576 triangles/sec, 87 cycles/triangle (''[[Sega DTS Saturn official documentation|Sega DTS]]'', March 1996, DSP Demo)
 
}} <br> 290,000 quads/sec{{ref|1=Saturn T&L for quads:
 
}} <br> 290,000 quads/sec{{ref|1=Saturn T&L for quads:
 
*2x SH-2 DSP: 149,146 triangles/sec, 384 operations/triangle (84 transform operations, [https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 300 operations lighting/projection])
 
*2x SH-2 DSP: 149,146 triangles/sec, 384 operations/triangle (84 transform operations, [https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 300 operations lighting/projection])
*SCU DSP: 141,764 quads/sec, 101 cycles/quad (''[[Sega DTS official documentation|Sega DTS]]'', March 1996, DSP Demo)
+
*SCU DSP: 141,764 quads/sec, 101 cycles/quad (''[[Sega DTS Saturn official documentation|Sega DTS]]'', March 1996, DSP Demo)
 
}}
 
}}
 
| 170,000 triangles/sec,{{ref|1=198 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=60 168 instruction cycles, 15 instructions], 30 cycles delay/instruction) per triangle}} <br> 150,000 quads/sec{{ref|1=223 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=59 208 instruction cycles, 15 instructions], 30 cycles delay/instruction) per quad}}
 
| 170,000 triangles/sec,{{ref|1=198 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=60 168 instruction cycles, 15 instructions], 30 cycles delay/instruction) per triangle}} <br> 150,000 quads/sec{{ref|1=223 cycles ([http://hitmen.c02.at/files/docs/psx/psx.pdf#page=59 208 instruction cycles, 15 instructions], 30 cycles delay/instruction) per quad}}

Revision as of 21:37, 4 November 2016


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Vs. PlayStation

The Sega Saturn is generally more powerful than the rival PlayStation,[1][2] but more difficult to get to grips with.[2] The Saturn has more raw computational power and faster pixel drawing; the PS1 can only draw pixels through its polygon engine, whereas the Saturn can draw pixels directly with its processors, giving it more programming flexibility.[3]

When both SH-2 and the SCU DSP are used in parallel, the Saturn is capable of 160 MIPS and 85 million fixed-point operations/sec, faster than the PS1's GTE (66 MIPS); when programmed effectively, the Saturn's parallel geometry engine can calculate more 3D geometry than the PS1. The's VDP1 has a fillrate of 28.6364 MPixels/s per framebuffer, compared to the PS1's GPU which has a fillrate of 30 MPixels/s (15-bit RGB) or 15 MPixels/s (24-bit RGB). The fillrate for 8×8 textures is 18 MTexels/s for the VDP1 and 15.28 MTexels/s for the PS1's GPU (4000 8×8 sprites).[4][5][6]

The VDP2 has a significantly higher effective tile fillrate of 500 MPixels/s; if the VDP2 is used for drawing textured infinite planes, this frees up the VDP1's polygons for other 3D assets, whereas the PS1 needs to draw many polygons to construct 3D textured planes (with very limited draw distance compared to the VDP2). The VDP1's quad polygons are drawn with edge anti‑aliasing (for smoother edges) and forward texture mapping (with limited perspective correction), while the VDP2's infinite planes are drawn with true perspective correction, whereas the PS1's triangle polygons have aliased edges and are drawn with affine texture mapping which lacks perspective correction (resulting in perspective distortion and texture warping). The PS1 has more effective polygon transparency than the VDP1, while the VDP2 has more effective transparency than the PS1. The VDP1 is more effective at Gouraud shading than the PS1's GPU, while the VDP2 is more effective at visual effects such as misting and reflective water effects.

The PS1's straightforward hardware architecture, triangle polygons, and more effective development tools and C language support, made it easier for developers to program 3D graphics. When it came to 2D graphics, on the other hand, the Saturn's combination of a VDP1 sprite framebuffer and VDP2 parallax scrolling backgrounds made it both more powerful and straightforward to program 2D graphics, compared to the PS1 which draws all 2D graphics to a single framebuffer.

Vs. Nintendo 64

Vs. PC

The Saturn's VDP1 was the basis for Nvidia's first graphics processor, the NV1, which was one of the first 3D graphics accelerators on PC, released in 1995. Like the Saturn, it uses quad polygons and supports forward texture mapping with limited perspective correction, and several Saturn ports are available for it. However, the NV1 has a fillrate of 12.5 MPixels/s and a rendering performance of 50,000 polygons/sec, less than the VDP1's 28 MPixels/s per framebuffer and more than 500,000 polygons/sec rendering throughput. In comparison, the most powerful PC graphics card of 1995, Yamaha's Tasmania 3D, which was based on triangle polygons, had a 25 MPixels/s fillrate and 300,000 polygons/sec rendering throughput, more than the NV1, but less than the Saturn and PlayStation.

Comparison table

See Sega Saturn technical specifications for more technical details on Saturn hardware
System Sega Saturn (1994) Sony PlayStation (1994) PC (1995)
Geometry processors 2x Hitachi SH-2 DSP (28.63636 MHz),
Sega SCU DSP (14.31818 MHz)
Sony GTE (33.8688 MHz)[7] Intel Pentium (133 MHz)
Arithmetic operations 85.90908 MOPS[8] 66 MOPS 44.33333 MOPS
Additions 71.5909 MOPS[9] 48.77107 MOPS[10] 44.33333 MOPS[11]
Multiplications 71 MOPS[9] 48 MOPS[12] 12 MOPS[13]
Divisions 6.3 MOPS[14] 5.6 MOPS[15] 2.8 MOPS[16]
Perspective transformations 4,090,000 vertices/sec,[17]
1,363,000 triangles/sec,[18]
1,022,000 quads/sec[19]
1,992,000 vertices/sec,[20]
1,354,000 triangles/sec,[21]
490,000 quads/sec[22]
627,000 vertices/sec,[23]
209,000 triangles/sec,[24]
156,000 quads/sec[22]
Flat lighting 358,064 triangles/sec,[25]
290,000 quads/sec[26]
170,000 triangles/sec,[27]
150,000 quads/sec[28]
50,000 triangles/sec,[29]
40,000 quads/sec[30]
Gouraud lighting

References

  1. File:Edge UK 030.pdf, page 99
  2. 2.0 2.1 File:SSM UK 24.pdf, page 25
  3. Scavenger Interview, Edge
  4. PlayStation documentation
  5. PlayStation GPU documentation
  6. File:NextGeneration US 01.pdf, page 48
  7. PlayStation Hardware (page 2-3) (Sony)
  8. [57.27272 MOPS (million operations per second) for SH-2 DSP, 28.63636 MOPS for SCU DSP 57.27272 MOPS (million operations per second) for SH-2 DSP, 28.63636 MOPS for SCU DSP]
  9. 9.0 9.1 [57.27272 MOPS for SH-2 DSP, 14.31818 MOPS for SCU DSP 57.27272 MOPS for SH-2 DSP, 14.31818 MOPS for SCU DSP]
  10. [25 cycles (23 cycles instruction, 2 cycles delay) for 36 adds 25 cycles (23 cycles instruction, 2 cycles delay) for 36 adds]
  11. 3 cycles per add
  12. [25 cycles for 36 multiplies 25 cycles for 36 multiplies]
  13. 11 cycles per multiply
  14. [9 cycles per divide (Sega DTS, March 1996, Saturn Demo Code And Custom Libraries) 9 cycles per divide (Sega DTS, March 1996, Saturn Demo Code And Custom Libraries)]
  15. [ ]
  16. 46 cycles per divide
  17. [21 operations per vertex 21 operations per vertex]
  18. [63 operations per triangle 63 operations per triangle]
  19. [84 operations per quad 84 operations per quad]
  20. [17 cycles (15 cycles instruction, 2 cycles delay) per vertex transformation 17 cycles (15 cycles instruction, 2 cycles delay) per vertex transformation]
  21. [25 cycles (23 cycles instruction, 2 cycles delay) per triangle transformation 25 cycles (23 cycles instruction, 2 cycles delay) per triangle transformation]
  22. 22.0 22.1 [4 vertices per quad 4 vertices per quad]
  23. [212 cycles per vertex transformation (16 multiplies, 12 adds) 212 cycles per vertex transformation (16 multiplies, 12 adds)]
  24. [3 vertices per triangle 3 vertices per triangle]
  25. [Saturn T&L for triangles:
    • 2x SH-2 DSP: 193,488 triangles/sec, 296 operations/triangle (63 transform operations, 233 operations lighting/projection)
    • SCU DSP: 164,576 triangles/sec, 87 cycles/triangle (Sega DTS, March 1996, DSP Demo) Saturn T&L for triangles:
    • 2x SH-2 DSP: 193,488 triangles/sec, 296 operations/triangle (63 transform operations, 233 operations lighting/projection)
    • SCU DSP: 164,576 triangles/sec, 87 cycles/triangle (Sega DTS, March 1996, DSP Demo)]
  26. [Saturn T&L for quads:
    • 2x SH-2 DSP: 149,146 triangles/sec, 384 operations/triangle (84 transform operations, 300 operations lighting/projection)
    • SCU DSP: 141,764 quads/sec, 101 cycles/quad (Sega DTS, March 1996, DSP Demo) Saturn T&L for quads:
    • 2x SH-2 DSP: 149,146 triangles/sec, 384 operations/triangle (84 transform operations, 300 operations lighting/projection)
    • SCU DSP: 141,764 quads/sec, 101 cycles/quad (Sega DTS, March 1996, DSP Demo)]
  27. [198 cycles (168 instruction cycles, 15 instructions, 30 cycles delay/instruction) per triangle 198 cycles (168 instruction cycles, 15 instructions, 30 cycles delay/instruction) per triangle]
  28. [223 cycles (208 instruction cycles, 15 instructions, 30 cycles delay/instruction) per quad 223 cycles (208 instruction cycles, 15 instructions, 30 cycles delay/instruction) per quad]
  29. [2415 cycles per triangle (183 multiplies, 134 adds) 2415 cycles per triangle (183 multiplies, 134 adds)]
  30. [3132 cycles per quad (237 multiplies, 175 adds) 3132 cycles per quad (237 multiplies, 175 adds)]