https://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&feed=atom&action=historySega Saturn/Hardware comparison - Revision history2024-03-29T07:08:34ZRevision history for this page on the wikiMediaWiki 1.33.4https://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=911160&oldid=prevAruru-san: /* Vs. Nintendo 64 */2023-08-14T15:30:49Z<p><span dir="auto"><span class="autocomment">Vs. Nintendo 64</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Vs. [[Nintendo 64]]==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Vs. [[Nintendo 64]]==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{stub}}</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{stub}}</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Unlike the Sega Saturn, the Nintendo 64 supports z-buffering for the 3D models. But it lacked a processor dedicated for sprites.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Vs. PC==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Vs. PC==</div></td></tr>
</table>Aruru-sanhttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=744763&oldid=prevKa0t1c: corrected typo2022-01-06T20:03:18Z<p>corrected typo</p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 20:03, 6 January 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l25" >Line 25:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed significantly more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed significantly more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time <del class="diffchange diffchange-inline">comaprable </del>to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time <ins class="diffchange diffchange-inline">compArable </ins>to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Revised PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Revised PlayStation===</div></td></tr>
</table>Ka0t1chttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692853&oldid=prevTurbo: Undo revision 692767 by Turbo (talk).2021-06-27T03:19:34Z<p>Undo revision 692767 by <a href="/Special:Contributions/Turbo" title="Special:Contributions/Turbo">Turbo</a> (<a href="/User_talk:Turbo" title="User talk:Turbo">talk</a>).</p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:19, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23" >Line 23:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed <ins class="diffchange diffchange-inline">significantly </ins>more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692851&oldid=prevTurbo: Undo revision 692768 by Turbo (talk).2021-06-27T03:19:11Z<p>Undo revision 692768 by <a href="/Special:Contributions/Turbo" title="Special:Contributions/Turbo">Turbo</a> (<a href="/User_talk:Turbo" title="User talk:Turbo">talk</a>).</p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:19, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23" >Line 23:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed fewer shades <del class="diffchange diffchange-inline">with </del>[[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed <ins class="diffchange diffchange-inline">much </ins>fewer shades<ins class="diffchange diffchange-inline">, resulting in </ins>[[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692784&oldid=prevTurbo: /* Vs. PlayStation */2021-06-27T01:21:50Z<p><span dir="auto"><span class="autocomment">Vs. PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 01:21, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l20" >Line 20:</td>
<td colspan="2" class="diff-lineno">Line 20:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">The </del>PS1 has a clear advantage <del class="diffchange diffchange-inline">when it comes to </del>[[full motion video]] (FMV) playback, as <del class="diffchange diffchange-inline">it </del>has a built-in dedicated video decoder chip. <del class="diffchange diffchange-inline">The </del>Saturn can <del class="diffchange diffchange-inline">only match the PS1's video playback capabilities using </del>a [[Video CD Card]], which has <del class="diffchange diffchange-inline">a </del>dedicated video decoder <del class="diffchange diffchange-inline">chip</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">When comparing the base hardware, the </ins>PS1 has a clear advantage <ins class="diffchange diffchange-inline">in terms of </ins>[[full motion video]] (FMV) playback, as <ins class="diffchange diffchange-inline">the PS1 </ins>has a built-in dedicated video decoder chip. <ins class="diffchange diffchange-inline">However, the </ins>Saturn can <ins class="diffchange diffchange-inline">be upgraded with </ins>a [[Video CD Card]], which has dedicated video <ins class="diffchange diffchange-inline">and audio </ins>decoder <ins class="diffchange diffchange-inline">chips for MPEG video playback</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692782&oldid=prevTurbo: /* Vs. PlayStation */2021-06-27T01:19:18Z<p><span dir="auto"><span class="autocomment">Vs. PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 01:19, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l20" >Line 20:</td>
<td colspan="2" class="diff-lineno">Line 20:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The PS1 has a clear advantage when it comes to full<del class="diffchange diffchange-inline">-</del>motion video (FMV) playback, as it has a built-in dedicated video decoder chip. The Saturn can only match the PS1's video playback capabilities using a [[Video CD Card]] <del class="diffchange diffchange-inline">upgrade</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The PS1 has a clear advantage when it comes to <ins class="diffchange diffchange-inline">[[</ins>full motion video<ins class="diffchange diffchange-inline">]] </ins>(FMV) playback, as it has a built-in dedicated video decoder chip. The Saturn can only match the PS1's video playback capabilities using a [[Video CD Card]]<ins class="diffchange diffchange-inline">, which has a dedicated video decoder chip</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692768&oldid=prevTurbo: /* Original PlayStation */2021-06-27T01:09:30Z<p><span dir="auto"><span class="autocomment">Original PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 01:09, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23" >Line 23:</td>
<td colspan="2" class="diff-lineno">Line 23:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed <del class="diffchange diffchange-inline">much </del>fewer shades<del class="diffchange diffchange-inline">, resulting in </del>[[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed fewer shades <ins class="diffchange diffchange-inline">with </ins>[[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692767&oldid=prevTurbo: /* Original PlayStation */2021-06-27T01:08:53Z<p><span dir="auto"><span class="autocomment">Original PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 01:08, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23" >Line 23:</td>
<td colspan="2" class="diff-lineno">Line 23:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed <del class="diffchange diffchange-inline">significantly </del>more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's VDP1 had smoother and more intense Gouraud shading than the PS1's GPU.{{magref|ssm|24|25}} The VDP1's additive Gouraud shading displayed more shades, resulting in smoother shading, and had more intense colored lighting,{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}} whereas the GPU's multiplicative Gouraud shading displayed much fewer shades, resulting in [[wikipedia:color banding|color banding]], but had more intense white light. This often resulted in PS1 games having brighter Gouraud lighting with fewer shades and Saturn games having more dim Gouraud lighting with smoother shading.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of memory, the Saturn has more [[RAM]] and [[VRAM]] than the PS1. The Saturn's VRAM ([[wikipedia:SDRAM|SDRAM]]) is also generally faster, with a higher overall [[Byte|bandwidth]] and lower [[wikipedia:Memory latency|latency]], than the PS1's [[VRAM]]. On the other hand, the PS1's GPU has a small, on-chip [[wikipedia:Texture memory|texture]] [[wikipedia:GPU cache|cache]]. However, the Saturn's VRAM is equivalent to the PS1's texture cache, as the Saturn's VRAM has low latency, with an access time comaprable to the PS1's texture cache. In comparison, the PS1's VRAM has a latency almost twice as high as, with almost half the access speed of, the Saturn's VRAM. The Saturn's VDP1 and VDP2 are capable of single-cycle VRAM access,{{fileref|ST-TECH.pdf|page=142}}{{fileref|ST-058-R2-060194.pdf|page=49}} whereas the PS1's GPU requires multiple cycles for each VRAM access,{{fileref|ADV GPU.pdf|page=6}}{{fileref|ADV GPU.pdf|page=24}} making the texture cache necessary to help reduce the effect of the PS1's VRAM latency. Due to the Saturn VRAM's low latency, it functions like a very large texture cache. In addition, the VDP2 is capable of [[Fillrate|tiled]] [[wikipedia:Texture compression|texture compression]], further increasing the amount of texture data the VDP2's VRAM can hold, though this only applies to the VDP2.</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=692766&oldid=prevTurbo: /* Vs. PlayStation */2021-06-27T00:59:46Z<p><span dir="auto"><span class="autocomment">Vs. PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 00:59, 27 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l19" >Line 19:</td>
<td colspan="2" class="diff-lineno">Line 19:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In terms of audio, the Saturn has a more capable sound chip than the PS1. The Saturn sound chip, [[Yamaha]]'s [[Saturn Custom Sound Processor]] (SCSP), is capable of 32 channels, more than the PS1's [[Sony]] SPC sound chip which is capable of 24 channels. The Saturn sound chip also supports both [[PCM]] sampling and [https://electronicmusic.fandom.com/wiki/Frequency_modulation FM synthesis], whereas the PS1 sound chip only supports PCM sampling. On the other hand, the PS1 chip supports ADPCM compression, which the Saturn chip lacks.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">The PS1 has a clear advantage when it comes to full-motion video (FMV) playback, as it has a built-in dedicated video decoder chip. The Saturn can only match the PS1's video playback capabilities using a [[Video CD Card]] upgrade.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Original PlayStation===</div></td></tr>
</table>Turbohttps://segaretro.org/index.php?title=Sega_Saturn/Hardware_comparison&diff=688646&oldid=prevTurbo: /* Vs. PlayStation */2021-06-18T02:51:27Z<p><span dir="auto"><span class="autocomment">Vs. PlayStation</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 02:51, 18 June 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l12" >Line 12:</td>
<td colspan="2" class="diff-lineno">Line 12:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's [[VDP2]] (which renders background planes) has a higher effective fillrate than the PS1's GPU. If the VDP2 is used for drawing textured 3D infinite planes, this significantly reduces the fillrate requirements of the VDP1, maximizing its fillrate for other 3D assets. In comparison, the PS1's GPU needs to use much of its fillrate to render textured planes, with very limited draw distance compared to the VDP2, limiting the PS1's fillrate for other 3D assets.{{ref|[https://farm6.staticflickr.com/5822/23262355363_c8ce423c0e_b.jpg Core Design Interview] (''Edge'')}} When the VDP1 and VDP2 are used in parallel, the Saturn is capable of a significantly higher fillrate than the PS1. However, the VDP2's significant fillrate advantage is only evident for large environments with mostly flat surfaces (though it is possible to have curves and bumps on the VDP2 planes), whereas traditional polygons would be more of an advantage for environments that are smaller or with uneven surfaces.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Saturn's [[VDP2]] (which renders background planes) has a higher effective fillrate than the PS1's GPU. If the VDP2 is used for drawing textured 3D infinite planes, this significantly reduces the fillrate requirements of the VDP1, maximizing its fillrate for other 3D assets. In comparison, the PS1's GPU needs to use much of its fillrate to render textured planes, with very limited draw distance compared to the VDP2, limiting the PS1's fillrate for other 3D assets.{{ref|[https://farm6.staticflickr.com/5822/23262355363_c8ce423c0e_b.jpg Core Design Interview] (''Edge'')}} When the VDP1 and VDP2 are used in parallel, the Saturn is capable of a significantly higher fillrate than the PS1. However, the VDP2's significant fillrate advantage is only evident for large environments with mostly flat surfaces (though it is possible to have curves and bumps on the VDP2 planes), whereas traditional polygons would be more of an advantage for environments that are smaller or with uneven surfaces.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The VDP1's quad polygons are rendered with [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]] (which functions similar to [[sprite]]s and uses a form of perspective correction), bilinear approximation (reduces texture warping), and medium polygon accuracy (resulting in seamless polygons), while the VDP2's textured infinite planes are rendered with true [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], whereas the PS1's triangle polygons are rendered with [[wikipedia:Affine texture mapping|affine texture mapping]] (which lacks perspective correction, resulting in perspective distortion), linear approximation (resulting in texture warping and polygon jitter), and low polygon accuracy (resulting in seams between polygons).{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}}{{ref|[http://problemkaputt.de/psx-spx.htm#gtecoordinatecalculationcommands Playstation Specifications (GTE Coordinate Calculation Commands)]}} In terms of transparency, the PS1's GPU is more effective than the VDP1, whereas the VDP2 is <del class="diffchange diffchange-inline">more </del>effective <del class="diffchange diffchange-inline">than </del>the PS1's GPU. In terms of visual effects, the VDP2 is more effective at visual effects such as misting and reflective water effects.{{magref|ssm|24|25}}</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The VDP1's quad polygons are rendered with [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]] (which functions similar to [[sprite]]s and uses a form of perspective correction), bilinear approximation (reduces texture warping), and medium polygon accuracy (resulting in seamless polygons), while the VDP2's textured infinite planes are rendered with true [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], whereas the PS1's triangle polygons are rendered with [[wikipedia:Affine texture mapping|affine texture mapping]] (which lacks perspective correction, resulting in perspective distortion), linear approximation (resulting in texture warping and polygon jitter), and low polygon accuracy (resulting in seams between polygons).{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}}{{ref|[http://problemkaputt.de/psx-spx.htm#gtecoordinatecalculationcommands Playstation Specifications (GTE Coordinate Calculation Commands)]}} In terms of transparency, the PS1's GPU is more effective than the VDP1, whereas the VDP2 is <ins class="diffchange diffchange-inline">at least as </ins>effective <ins class="diffchange diffchange-inline">as </ins>the PS1's GPU. In terms of visual effects, the VDP2 is more effective at visual effects such as misting and reflective water effects.{{magref|ssm|24|25}}</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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. While the Saturn is just as powerful in terms of 3D graphics, the Saturn's architecture was complex and difficult to program 3D games for.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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. While the Saturn is just as powerful in terms of 3D graphics, the Saturn's architecture was complex and difficult to program 3D games for.</div></td></tr>
</table>Turbo