Sega Saturn/Hardware comparison

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Vs. PlayStation

The Sega Saturn generally has more raw power than the rival PlayStation,[1][2][3][4] but its complex hardware was more difficult to get to grips with.[2][3][5][3][6] The Saturn has more 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.[7]

When both SH-2 and the SCU DSP are used in parallel, the Saturn is capable of computing fixed-point operations faster than the PS1's GTE. The GTE is faster at calculating 3D geometry than each SH-2 and SCU DSP individually, but when these processors are used as a parallel geometry engine, the Saturn calculates 3D geometry faster than the PS1.[3][6]

In terms of polygon rendering fillrate, the PS1's GPU is faster when it comes to flat shading and texture mapping, whereas the VDP1 is faster when it comes to Gouraud shading. The PS1's GPU uses multiplicative Gouraud shading, which halves its fillrate,[8] whereas the VDP1 uses additive Gouraud shading, which has less of an impact on its fillrate.[9] The VDP1's additive Gouraud shading displays more intense colored lighting,[2][10] whereas the PS1's multiplicative Gouraud shading is more effective at displaying white light. When it comes to texture Gouraud shading, the PS1's GPU and the Saturn's VDP1 have a similar fillrate.

The Saturn's VDP2 has a higher rendering fillrate than the PS1's GPU. If the VDP2 is used for drawing textured infinite planes, this significantly reduces the fillrate requirements of the VDP1 to a fraction of what it would need to render textured planes, freeing up 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.[11] When the VDP1 and VDP2 are used in parallel, the Saturn is capable of a significantly higher fillrate than the PS1.

The VDP1's quad polygons are rendered with forward texture mapping (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 perspective correction, whereas the PS1's triangle polygons are rendered with affine texture mapping (which lacks perspective correction, resulting in perspective distortion), linear approximation (resulting in texture warping), and low polygon accuracy (resulting in seams between polygons).[10][12] In terms of transparency, the PS1's GPU is more effective than the VDP1, whereas the VDP2 is more effective than the PS1's GPU. In terms of visual effects, the VDP2 is more effective at visual effects such as misting and reflective water effects.[2]

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 lower fillrate and rendering performance. The most powerful PC graphics card of 1995 was Yamaha's Tasmania 3D, which was based on triangle polygons. It had a higher fillrate and rendering throughput than the NV1, but less than the Saturn and PlayStation.

Graphics comparison

See Sega Saturn technical specifications for more technical details on Saturn hardware
System Sega Saturn (1994) Sony PlayStation (1994) Nintendo 64 (1996) PC (1995)
Geometry processors 2x Hitachi SH-2 (28.63636 MHz),[n 1]
Sega SCU DSP (14.31818 MHz)
Sony GTE (33.8688 MHz)[15] SGI RSP (62.5 MHz) Intel Pentium (133 MHz)
Arithmetic operations 85 MOPS[n 2][n 3] 66 MOPS[18] 100 MOPS[n 4] 44 MOPS[n 5]
Calculations Additions 71 million adds/sec[n 6] 50 million adds/sec 100 million adds/sec 44 million adds/sec[n 7]
Multiplications 71 million multiplies/sec[n 8] 50 million multiplies/sec 100 million multiplies/sec 44 million multiplies/sec[n 9]
16-bit divisions 5 million divides/sec[n 10] 4 million divides/sec[n 11] 14 million divides/sec[n 12] 4 million divides/sec[n 13]
Geometry Transformations 2,400,000 vertices/sec,[n 14]
1,800,000 polygons/sec[n 15]
1,900,000 vertices/sec,[n 16]
1,300,000 polygons/sec[n 17]
2,500,000 vertices/sec,[n 18]
2,000,000 polygons/sec[n 19]
1,100,000 vertices/sec,[n 20]
380,000 polygons/sec[n 21]
Flat lighting 800,000 polygons/sec[n 22] 700,000 polygons/sec[n 23] 1,400,000 polygons/sec[n 24] 290,000 polygons/sec[n 25]
Gouraud lighting 700,000 polygons/sec[n 26] 360,000 polygons/sec[n 27] 1,000,000 polygons/sec[n 28] 200,000 polygons/sec[n 29]
Rendering processors Hitachi VDP1 (28.63636 MHz),
Yamaha VDP2 (28.63636 MHz)
Sony GPU (33.8688 MHz)[37] SGI RDP (62.5 MHz)[38] NVIDIA NV1
(12.5 MHz)[n 30]
Yamaha Tasmania
3D (50 MHz)[39]
Bitmap
framebuffer
fillrate
16-bit color/pixel 57.2727 MPixels/s[n 31] 33.8688 MPixels/s[37] 62.5 MPixels/s 12.5 MPixels/s 25 MPixels/s
8-bit color/pixel 92.9192 MPixels/s[n 32] 67.7376 MPixels/s[37] 125 MPixels/s
4-bit color/pixel 150 MPixels/s[n 33]
Tile
fillrate
16-bit color/tile 563 MPixels/s[n 34] 33.8688 MPixels/s[n 35] 62.5 MPixels/s
8-bit color/tile 570 MPixels/s[n 36] 67.7376 MPixels/s[n 37] 125 MPixels/s
Flat
shading
Fillrate 28.6363 MPixels/s (VDP1) 33 MPixels/s (16-bit color),
36 MPixels/s (8-bit color)[40]
62 MPixels/s 12.5 MPixels/s 25 MPixels/s
Polygons 800,000 polygons/s (35-pixel),
500,000 polygons/s (60-pixel)
700,000 polygons/s (40-pixel),
360,000 polygons/s (50-pixel)[41]
1,000,000 polygons/s (50-pixel),
600,000 polygons/s (90-pixel)[n 38]
50,000 polygons/s 290,000 polygons/s
Gouraud
shading
Fillrate 28 MPixels/s (VDP1) 33 MPixels/s (512×512 polygons),[37]
18 MPixels/s (10×10 polygons)[n 39]
62 MPixels/s (512×512 polygons),[43]
50 MPixels/s (10×10 polygons)[n 40]
12.5 MPixels/s 18 MPixels/s
Polygons 300,000 polygons/s (VDP1) 200,000 polygons/s 600,000 polygons/s 50,000 polygons/s 200,000 polygons/s
Texture
mapping
Fillrate
(bitmap textures)
33 MTexels/s (504×255 textures),
14 MTexels/s (10×10 textures),
12.14 MTexels/s (8×8 textures)[n 41]
18 MTexels/s (10×10 textures),[n 42]
15.36 MTexels/s (8×8 textures)[40]
60 MTexels/s (128×64 textures),[n 43]
40 MTexels/s (8×8 textures)[n 44]
10 MTexels/s 12 MTexels/s
Fillrate
(tiled textures)
503 MTexels/s (VDP2)
(2048×2048 to 4096×4096 textures)[46]
33 MTexels/s
(256×256 textures)[n 45]
62 MTexels/s[38]
(100×100 to 1024×256 textures)[48]
Polygons 300,000 polygons/s (32-texel),
200,000 polygons/s (70-texel)
240,000 polygons/s (50-texel)[41] 600,000 polygons/s (80-texel),
500,000 polygons/s (100-texel)[n 46]
50,000 polygons/s 150,000 polygons/s
Texture
Gouraud
shading
Fillrate 19 MTexels/s (504×255 textures),
9 MTexels/s (10×10 textures),
7 MTexels/s (8×8 textures)
16 MTexels/s (256×256 textures),
12 MTexels/s (10×10 textures),
7 MTexels/s (8×8 textures)[n 47]
60 MTexels/s (128×64 textures),
40 MTexels/s (8×8 textures)
7 MTexels/s 7 MTexels/s
Polygons 140,000 polygons/s (VDP1) 120,000 polygons/s[8] 400,000 polygons/s 50,000 polygons/s 100,000 polygons/s
Sprites Fillrate 12.14 MTexels/s (8×8 sprites),
133 MTexels/s (504×255 sprites)[n 48]
15.36 MTexels/s (8×8 sprites),[8]
66 MTexels/s (256×256 sprites)[37]
40 MTexels/s (8×8 sprites),
120 MTexels/s (512×256 sprites)[38]
10 MTexels/s 12 MTexels/s
Performance 500,000 sprites/sec,[n 49]
16,383 sprites/frame (VDP1)
240,000 sprites/sec,[8]
4000 sprites/frame[50][51][47]
700,000 sprites/sec,[n 50]
12,000 sprites/frame
50,000 sprites/sec,
1000 sprites/frame
100,000 sprites/sec,
2000 sprites/frame
Graphical planes 7 planes[n 51] 1 plane 1 plane 1 plane 1 plane
2D
tilemap
planes
2D planes 5 planes[n 52] 1 plane 1 plane 1 plane 1 plane
Tiles 4,000,000 tiles/sec,[n 53]
80,000 tiles/frame[n 54]
240,000 tiles/sec,
4000 tiles/frame
700,000 tiles/sec,
12,000 tiles/frame
50,000 tiles/sec,
1000 tiles/frame
100,000 tiles/sec,
2000 tiles/frame
3D
planes
3D planes 3 planes[n 55] 1 plane 1 plane 1 plane 1 plane
Equivalent textured
polygons
1,300,000 polygons/s[n 56] 240,000 polygons/s 600,000 polygons/s 50,000 polygons/s 150,000 polygons/s
Video
RAM
Memory 4–8 MB[n 57] 3 MB[n 58] 4–8 MB[n 59] 2–4 MB[n 60] 2–4 MB[n 61]
Bandwidth 440 MB/s[n 62] 264 MB/s[n 63] 562 MB/s[n 64] 96 MB/s[56] 200 MB/s[n 65]
Latency 34 ns 60 ns[n 66] 60 ns[n 67] 80 ns[n 68] 60 ns[39]
Texture
cache
Memory 1 MB[n 69] (17 MB compressed)[n 70] 2 KB 4 KB N/A
Bandwidth 171 MB/s[n 71]
(592 MB/s compressed)[n 72]
132 MB/s[37] 500 MB/s[n 73]
Latency 34 ns 30 ns[n 74] 16 ns[n 75]
Compression 34:1 (tiled)[n 70] 1:1 (N/A) 1:1 (N/A)

Notes

  1. [2x CPU cores, 2x DMAC controllers, 2x MULT multiplier DSP, 2x DIVU division units[13][14] 2x CPU cores, 2x DMAC controllers, 2x MULT multiplier DSP, 2x DIVU division units[13][14]]
  2. [MOPS (million operations per second) MOPS (million operations per second)]
  3. [2x SH-2 MULT DSP: 57.27272 MOPS[16]
    2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[17]
    SCU DSP: 28.63636 MOPS (add and multiply per cycle) 2x SH-2 MULT DSP: 57.27272 MOPS[16]
    2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[17]
    SCU DSP: 28.63636 MOPS (add and multiply per cycle)]
  4. [100 MFLOPS, 1.6 floating-point operations per cycle 100 MFLOPS, 1.6 floating-point operations per cycle]
  5. [3 cycles per add, 3 cycles per multiply 3 cycles per add, 3 cycles per multiply]
  6. [2x SH-2: 57,272,720 adds/sec (1 cycle per add)[16]
    SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply) 2x SH-2: 57,272,720 adds/sec (1 cycle per add)[16]
    SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)]
  7. [3 cycles per add[19] 3 cycles per add[19]]
  8. [2x SH-2 MULT DSP: 57,272,720 multiplies/sec (1 cycle per multiply)[20]
    SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply) 2x SH-2 MULT DSP: 57,272,720 multiplies/sec (1 cycle per multiply)[20]
    SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)]
  9. [3 cycles per multiply[19] 3 cycles per multiply[19]]
  10. [2x CPU: 3,579,545 divides/sec (16 cycles per 16-bit divide)[21]
    2x DIVU: 1,468,531 divides/sec (39 cycles per divide)[17] 2x CPU: 3,579,545 divides/sec (16 cycles per 16-bit divide)[21]
    2x DIVU: 1,468,531 divides/sec (39 cycles per divide)[17]]
  11. [25 cycles (23 cycles instruction,[22] 2 cycles delay[23]) per 3 divides[12] 25 cycles (23 cycles instruction,[22] 2 cycles delay[23]) per 3 divides[12]]
  12. [7 FLOPS per divide[24] 7 FLOPS per divide[24]]
  13. [30 cycles per divide[25] 30 cycles per divide[25]]
  14. [Transformation (21 adds/multiplies),[26] projection (4 adds/multiplies)[27] and perspective division (1 divide)[28] per vertex:
    • 894,886 vertices/sec: 894,886 SCU DSP transformations (14 cycles per transform,[26] 2 cycles per projection), 894,886 SH-2 DIVU divisions (1 divide per vertex)
    • 573,644 vertices/sec: 14,341,100 SH-2 MULT DSP transform/projection operations (25 cycles per vertex), 573,644 SH-2 DIVU divisions (1 divide per vertex)
    • 1,011,294 vertices/sec: 41,463,054 SH-2 transform/projection/divide cycles (41 cycles per vertex)
    Transformation (21 adds/multiplies),[26] projection (4 adds/multiplies)[27] and perspective division (1 divide)[28] per vertex:
    • 894,886 vertices/sec: 894,886 SCU DSP transformations (14 cycles per transform,[26] 2 cycles per projection), 894,886 SH-2 DIVU divisions (1 divide per vertex)
    • 573,644 vertices/sec: 14,341,100 SH-2 MULT DSP transform/projection operations (25 cycles per vertex), 573,644 SH-2 DIVU divisions (1 divide per vertex)
    • 1,011,294 vertices/sec: 41,463,054 SH-2 transform/projection/divide cycles (41 cycles per vertex)]
  15. [8 vertices per cube (6 quad polygons)[29] 8 vertices per cube (6 quad polygons)[29]]
  16. [17 cycles (15 cycles instruction,[30] 2 cycles delay[23]) per vertex 17 cycles (15 cycles instruction,[30] 2 cycles delay[23]) per vertex]
  17. [25 cycles (23 cycles instruction,[22] 2 cycles delay) per triangle polygon 25 cycles (23 cycles instruction,[22] 2 cycles delay) per triangle polygon]
  18. [39 FLOPS per vertex (32 multiplies/adds,[31] 1 divide[28]) 39 FLOPS per vertex (32 multiplies/adds,[31] 1 divide[28])]
  19. [16 vertex blocks, equivalent polygons/vertex ratio to triangle strips[32] (N polygons per N+2 vertices), 14 polygons per 16 vertices (7 polygons per 8 vertices) 16 vertex blocks, equivalent polygons/vertex ratio to triangle strips[32] (N polygons per N+2 vertices), 14 polygons per 16 vertices (7 polygons per 8 vertices)]
  20. [116 cycles per vertex (74 cycles matrix transformation,[33] 4 projection multiplies/adds,[31] 1 divide[28]) 116 cycles per vertex (74 cycles matrix transformation,[33] 4 projection multiplies/adds,[31] 1 divide[28])]
  21. [3 vertices per triangle polygon 3 vertices per triangle polygon]
  22. [8 transformations (168 adds/multiplies), 6 surface normals (72 multiplies, 36 adds),[34] 6 light sources (72 adds/multiplies),[35] 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides)[27] per cube with 8 vertices and 6 quad polygons:
    • 52,640 cubes/sec: 52,640 SCU DSP cubes (112 transform cycles, 72 surface normal cycles, 72 light source cycles,[35] 16 projection cycles), 1,263,360 SH-2 DIVU divisions (24 divides per cube)
    • 8548 cubes/sec: 2,940,512 SH-2 MULT DSP transform/projection operations (347 cycles per cube), 205,152 SH-2 DIVU divisions (24 divides per cube)
    • 72,614 cubes/sec: 52,862,992 SH-2 transform/projection/divide cycles (728 cycles per cube)
    8 transformations (168 adds/multiplies), 6 surface normals (72 multiplies, 36 adds),[34] 6 light sources (72 adds/multiplies),[35] 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides)[27] per cube with 8 vertices and 6 quad polygons:
    • 52,640 cubes/sec: 52,640 SCU DSP cubes (112 transform cycles, 72 surface normal cycles, 72 light source cycles,[35] 16 projection cycles), 1,263,360 SH-2 DIVU divisions (24 divides per cube)
    • 8548 cubes/sec: 2,940,512 SH-2 MULT DSP transform/projection operations (347 cycles per cube), 205,152 SH-2 DIVU divisions (24 divides per cube)
    • 72,614 cubes/sec: 52,862,992 SH-2 transform/projection/divide cycles (728 cycles per cube)]
  23. [46 cycles (15 cycles RTPS, 8 cycles MVMVA, 17 cycles NCCS,[36] 6 cycles delay) per triangle polygon 46 cycles (15 cycles RTPS, 8 cycles MVMVA, 17 cycles NCCS,[36] 6 cycles delay) per triangle polygon]
  24. [976 FLOPS per 16-vertex block, 14 polygons per block, 75 FLOPS per polygon[31]
    • Transformation: 528 FLOPS per 16-vertex block (512 multiplies/adds, 16 divides)
    • Lighting: 448 FLOPS per 14-polygon block (32 FLOPS per polygon)
    976 FLOPS per 16-vertex block, 14 polygons per block, 75 FLOPS per polygon[31]
    • Transformation: 528 FLOPS per 16-vertex block (512 multiplies/adds, 16 divides)
    • Lighting: 448 FLOPS per 14-polygon block (32 FLOPS per polygon)]
  25. [444 cycles: 348 cycles transformation (116 cycles per vertex), 32 lighting multiplies/adds[31] 444 cycles: 348 cycles transformation (116 cycles per vertex), 32 lighting multiplies/adds[31]]
  26. [8 transformations (168 adds/multiplies), 8 surface normals (96 multiplies, 48 adds), 8 light sources (96 adds/multiplies), 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides) per cube with 8 vertices and 6 quad polygons:
    • 44,744 cubes/sec: 44,744 SCU DSP cubes (112 transform cycles, 96 surface normal cycles, 96 light source cycles, 16 projection cycles), 1,073,856 SH-2 DIVU divisions (24 divides per cube)
    • 16,444 cubes/sec: 7,235,360 SH-2 MULT DSP transform/projection operations (440 cycles per cube), 394,675 SH-2 DIVU divisions (8 divides per cube)
    • 58,942 cubes/sec: 48,568,208 SH-2 transform/projection/divide cycles (824 cycles per cube)
    8 transformations (168 adds/multiplies), 8 surface normals (96 multiplies, 48 adds), 8 light sources (96 adds/multiplies), 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides) per cube with 8 vertices and 6 quad polygons:
    • 44,744 cubes/sec: 44,744 SCU DSP cubes (112 transform cycles, 96 surface normal cycles, 96 light source cycles, 16 projection cycles), 1,073,856 SH-2 DIVU divisions (24 divides per cube)
    • 16,444 cubes/sec: 7,235,360 SH-2 MULT DSP transform/projection operations (440 cycles per cube), 394,675 SH-2 DIVU divisions (8 divides per cube)
    • 58,942 cubes/sec: 48,568,208 SH-2 transform/projection/divide cycles (824 cycles per cube)]
  27. [92 cycles (23 cycles RTPT, 24 cycles MVMVA, 39 cycles NCCT,[36] 6 cycles delay) per triangle polygon 92 cycles (23 cycles RTPT, 24 cycles MVMVA, 39 cycles NCCT,[36] 6 cycles delay) per triangle polygon]
  28. [1040 FLOPS per 16-vertex block, 14 polygons per block, 70 FLOPS per polygon[31]
    • Transformation: 528 FLOPS per 16-vertex block (512 multiplies/adds, 16 divides)
    • Lighting: 512 FLOPS per 16-vertex block (32 FLOPS per vertex)
    1040 FLOPS per 16-vertex block, 14 polygons per block, 70 FLOPS per polygon[31]
    • Transformation: 528 FLOPS per 16-vertex block (512 multiplies/adds, 16 divides)
    • Lighting: 512 FLOPS per 16-vertex block (32 FLOPS per vertex)]
  29. [636 cycles: 348 cycles transformation (116 cycles per vertex), 96 lighting multiplies/adds[31] 636 cycles: 348 cycles transformation (116 cycles per vertex), 96 lighting multiplies/adds[31]]
  30. [Diamond Edge 3D Diamond Edge 3D]
  31. [28.63636 MPixels/s per VDP 28.63636 MPixels/s per VDP]
  32. [VDP1: 35.6465 MPixels/s
    VDP2: 57.27272 MPixels/s VDP1: 35.6465 MPixels/s
    VDP2: 57.27272 MPixels/s]
  33. [VDP1: 35.6465 MPixels/s
    VDP2: 114.54544 MPixels/s VDP1: 35.6465 MPixels/s
    VDP2: 114.54544 MPixels/s]
  34. [VDP1: 28.63636 MPixels/s (447,443 tiles/sec, 8×8 pixel tiles)
    VDP2: 534.77376 MPixels/s (8,355,840 tiles/sec, 8×8 pixel tiles) VDP1: 28.63636 MPixels/s (447,443 tiles/sec, 8×8 pixel tiles)
    VDP2: 534.77376 MPixels/s (8,355,840 tiles/sec, 8×8 pixel tiles)]
  35. [33.8688 MPixels/s (529,200 tiles/sec, 8×8 pixel tiles) 33.8688 MPixels/s (529,200 tiles/sec, 8×8 pixel tiles)]
  36. [VDP1: 35.646464 MPixels/s
    VDP2: 534.77376 MPixels/s VDP1: 35.646464 MPixels/s
    VDP2: 534.77376 MPixels/s]
  37. [67.7376 MPixels/s (1,058,400 tiles/sec) 67.7376 MPixels/s (1,058,400 tiles/sec)]
  38. [9 cycles memory access per polygon, 5 cycles data (40 bytes, 9 bytes/sec) and 4 cycles latency (60 ns access, 16 ns cycles) per polygon,[38] 1 cycle per pixel, 59 cycles per 50-pixel polygon, 99 cycles per 90-pixel polygon 9 cycles memory access per polygon, 5 cycles data (40 bytes, 9 bytes/sec) and 4 cycles latency (60 ns access, 16 ns cycles) per polygon,[38] 1 cycle per pixel, 59 cycles per 50-pixel polygon, 99 cycles per 90-pixel polygon]
  39. [Gouraud shading halves GPU fillrate[42] Gouraud shading halves GPU fillrate[42]]
  40. [9 cycles memory access per polygon,[38] 1 cycle per pixel: 109 cycles per 10×10 pixel polygon 9 cycles memory access per polygon,[38] 1 cycle per pixel: 109 cycles per 10×10 pixel polygon]
  41. [VDP1: 19.023 MTexels/s (504×255 textures), 14 MTexels/s (10×10 textures), 12.14 MTexels/s (8×8 textures)[44]
    VDP2: 14.31818 MTexels/s (512×256 to 256×512 textures) VDP1: 19.023 MTexels/s (504×255 textures), 14 MTexels/s (10×10 textures), 12.14 MTexels/s (8×8 textures)[44]
    VDP2: 14.31818 MTexels/s (512×256 to 256×512 textures)]
  42. [360,000 polygons/s (50-pixel)[41] 360,000 polygons/s (50-pixel)[41]]
  43. [4 KB texture cache, manual tiling[45] 4 KB texture cache, manual tiling[45]]
  44. [18 cycles memory access (2x access) per textured polygon,[38] 1 cycle per texel:
    • 8210 cycles per 128×64 texel polygon
    • 82 cycles per 8×8 texel polygon
    18 cycles memory access (2x access) per textured polygon,[38] 1 cycle per texel:
    • 8210 cycles per 128×64 texel polygon
    • 82 cycles per 8×8 texel polygon]
  45. [33 MTexels/s,[37] 256×256 textures, 2 KB texture cache, automatic tiling[47] 33 MTexels/s,[37] 256×256 textures, 2 KB texture cache, automatic tiling[47]]
  46. [18 cycles memory access (2x access) per textured polygon,[38] 1 cycle per texel:
    • 98 cycles per 80-texel polygon
    • 118 cycles per 100-texel polygon
    18 cycles memory access (2x access) per textured polygon,[38] 1 cycle per texel:
    • 98 cycles per 80-texel polygon
    • 118 cycles per 100-texel polygon]
  47. [120,000 Gouraud-shaded 10×10 texel polygons, Gouraud shading halves GPU fillrate[8] 120,000 Gouraud-shaded 10×10 texel polygons, Gouraud shading halves GPU fillrate[8]]
  48. [VDP1: 19.023 MTexels/s
    VDP2: 114.54544 MTexels/s VDP1: 19.023 MTexels/s
    VDP2: 114.54544 MTexels/s]
  49. [57.27272 million parallel bus cycles/sec, 99 parallel cycles per 8×1 sprite[49] 57.27272 million parallel bus cycles/sec, 99 parallel cycles per 8×1 sprite[49]]
  50. [18 cycles memory access (2x access) per sprite,[38] 1 cycle per texel: 82 cycles per 8×8 texel sprite 18 cycles memory access (2x access) per sprite,[38] 1 cycle per texel: 82 cycles per 8×8 texel sprite]
  51. [1 VDP1 plane, 5 VDP2 planes 1 VDP1 plane, 5 VDP2 planes]
  52. [1 VDP1 plane, 4 VDP2 planes 1 VDP1 plane, 4 VDP2 planes]
  53. [VDP1: 500,000 sprites/tiles per second
    VDP2: 3,932,160 tiles per second (4x 128×128 tiles[46] at 60 FPS) VDP1: 500,000 sprites/tiles per second
    VDP2: 3,932,160 tiles per second (4x 128×128 tiles[46] at 60 FPS)]
  54. [VDP1: 16,383 sprites/tiles per frame
    VDP2: 65,536 tiles per second (4x 128×128 tiles)[46] VDP1: 16,383 sprites/tiles per frame
    VDP2: 65,536 tiles per second (4x 128×128 tiles)[46]]
  55. [1 VDP1 plane, 2 VDP2 planes 1 VDP1 plane, 2 VDP2 planes]
  56. [VDP1: 300,000 textured polygons per second
    VDP2: Equivalent to 1,000,000 textured polygons per second. 4096×4096 tiled planes can be manipulated as textured polygons, with scaling, rotation, perspective transformation, curved surface, and bumps. At 500 pixels per polygon, equivalent to 33,554 textured polygons per frame, at 30 frames per second. VDP1: 300,000 textured polygons per second
    VDP2: Equivalent to 1,000,000 textured polygons per second. 4096×4096 tiled planes can be manipulated as textured polygons, with scaling, rotation, perspective transformation, curved surface, and bumps. At 500 pixels per polygon, equivalent to 33,554 textured polygons per frame, at 30 frames per second.]
  57. [2 MB main RAM (1 MB SDRAM, 1 MB FPM DRAM), 1.5 MB VRAM (SDRAM), 512 KB CD-ROM buffer, 1–4 MB optional main RAM expansion (Extended RAM Cartridge) 2 MB main RAM (1 MB SDRAM, 1 MB FPM DRAM), 1.5 MB VRAM (SDRAM), 512 KB CD-ROM buffer, 1–4 MB optional main RAM expansion (Extended RAM Cartridge)]
  58. [2 MB main RAM (EDO DRAM),[52][53] 1 MB VRAM[54] 2 MB main RAM (EDO DRAM),[52][53] 1 MB VRAM[54]]
  59. [4 MB RDRAM, 4 MB optional RDRAM Expansion Pak 4 MB RDRAM, 4 MB optional RDRAM Expansion Pak]
  60. [FPM DRAM / VRAM FPM DRAM / VRAM]
  61. DRAM[55]
  62. [114.54544 MB/s main RAM (SH-4), 286.3636 MB/s VRAM (171.81816 MB/s VDP1, 114.54544 MB/s VDP2), 40 MB/s CD-ROM buffer 114.54544 MB/s main RAM (SH-4), 286.3636 MB/s VRAM (171.81816 MB/s VDP1, 114.54544 MB/s VDP2), 40 MB/s CD-ROM buffer]
  63. [132 MB/s main RAM, 132 MB/s VRAM 132 MB/s main RAM, 132 MB/s VRAM]
  64. [562.5 MB/s (9-bit, 500 MHz) 562.5 MB/s (9-bit, 500 MHz)]
  65. [32-bit,[55] 50 MHz 32-bit,[55] 50 MHz]
  66. [Main RAM: Samsung KM48V514DJ-6 EDO DRAM (60 ns access),[52][57]
    VRAM: Samsung KM4216V2566-6 VRAM (60 ns access)[58][59] Main RAM: Samsung KM48V514DJ-6 EDO DRAM (60 ns access),[52][57]
    VRAM: Samsung KM4216V2566-6 VRAM (60 ns access)[58][59]]
  67. [60 ns RDRAM access[60][61][62] 60 ns RDRAM access[60][61][62]]
  68. [12.5 MHz, 80 ns cycles 12.5 MHz, 80 ns cycles]
  69. [SDRAM: 512 KB VDP1 texture memory, 512 KB VDP2 memory SDRAM: 512 KB VDP1 texture memory, 512 KB VDP2 memory]
  70. 70.0 70.1 [17 MB textures (4096×4096 and 1024×1024 texels, 8-bit palettes) compressed in 512 KB VDP2 memory 17 MB textures (4096×4096 and 1024×1024 texels, 8-bit palettes) compressed in 512 KB VDP2 memory]
  71. [57.27272 MB/s VDP1 texture bandwidth, 114.54544 MB/s VDP2 bandwidth 57.27272 MB/s VDP1 texture bandwidth, 114.54544 MB/s VDP2 bandwidth]
  72. [57.27272 MB/s VDP1 texture bandwidth, 534.77376 MB/s compressed VDP2 texture bandwidth 57.27272 MB/s VDP1 texture bandwidth, 534.77376 MB/s compressed VDP2 texture bandwidth]
  73. [64-bit, 62.5 MHz 64-bit, 62.5 MHz]
  74. [33.8688 MHz, 30 ns cycles 33.8688 MHz, 30 ns cycles]
  75. [62.5 MHz, 16 ns cycles 62.5 MHz, 16 ns cycles]

References

  1. File:Edge UK 030.pdf, page 99
  2. 2.0 2.1 2.2 2.3 File:SSM UK 24.pdf, page 25
  3. 3.0 3.1 3.2 3.3 Pure Entertainment Interview
  4. Jason Gosling (Core Design) Interview (Edge)
  5. Shiny Entertainment Interview (Edge)
  6. 6.0 6.1 Jason Gosling (Core Design) Interview (Edge)
  7. Scavenger Interview (Edge)
  8. 8.0 8.1 8.2 8.3 8.4 File:SCEA BBS.pdf
  9. Saturn VDP1 hardware notes (2003-05-17)
  10. 10.0 10.1 Sega Saturn 3D Capabilities
  11. Core Design Interview (Edge)
  12. 12.0 12.1 Playstation Specifications (GTE Coordinate Calculation Commands)
  13. File:SH7604 Hardware Manual.pdf, page 3
  14. File:SH7604 Hardware Manual.pdf, page 22
  15. File:PlayStation Hardware.pdf, page 17
  16. 16.0 16.1 File:SH7604 Hardware Manual.pdf, page 51
  17. 17.0 17.1 File:Hitachi SuperH Programming Manual.pdf, page 308
  18. File:NextGeneration US 12.pdf, page 42
  19. 19.0 19.1 File:Instruction Tables.pdf, page 101
  20. File:SH7604 Hardware Manual.pdf, page 36
  21. File:Hitachi SuperH Programming Manual.pdf, page 155
  22. 22.0 22.1 Everything You Have Always Wanted to Know about the Playstation (pages 60-61)
  23. 23.0 23.1 Team PSX (page 17)
  24. MSP Simulation Layer for Vector Unit Computational Divides (RSP)
  25. File:Instruction Tables.pdf, page 100
  26. 26.0 26.1 File:ST-240-A-SP1-052295.pdf, page 8
  27. 27.0 27.1 Design of Digital Systems and Devices (page 97)
  28. 28.0 28.1 28.2 3D Polygon Rendering Pipeline (page 50)
  29. File:ST-237-R1-051795.pdf, page 51
  30. Everything You Have Always Wanted to Know about the Playstation (pages 59-60)
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Design of Digital Systems and Devices (pages 95-97)
  32. gSPVertex (N64 SDK)
  33. File:MMX Technology Architecture Overview.pdf, page 10
  34. Design of Digital Systems and Devices (page 95)
  35. 35.0 35.1 [Sega DTS, March 1996, DSP Demo Sega DTS, March 1996, DSP Demo]
  36. 36.0 36.1 Everything You Have Always Wanted to Know about the Playstation (pages 49-51, 59-67)
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 File:ADV GPU.pdf
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 RDP Programming, Nintendo 64 Programming Manual, Nintendo
  39. 39.0 39.1 Tasmania 3D
  40. 40.0 40.1 File:SCEA BBS.pdf, page 674
  41. 41.0 41.1 41.2 File:SCEA BBS.pdf, page 1041
  42. File:SCEA BBS.pdf, page 672
  43. Microcode: Past Microcode, Nintendo 64 Programming Manual, Nintendo
  44. File:TUTORIAL.pdf, page 8
  45. Texture Mapping, Nintendo 64 Programming Manual, Nintendo
  46. 46.0 46.1 46.2 File:ST-058-R2-060194.pdf, page 132
  47. 47.0 47.1 PlayStation GPU documentation
  48. Texture Mapping: Restrictions, Nintendo 64 Programming Manual, Nintendo
  49. [TUTORIAL.pdf TUTORIAL.pdf]
  50. File:NextGeneration US 01.pdf, page 48
  51. PlayStation documentation (pages 28-29)
  52. 52.0 52.1 PU-18 (PSX Dev)
  53. Samsung KM48V514DJ-6 datasheet
  54. File:NextGeneration US 06.pdf, page 53
  55. 55.0 55.1 PARADISE TASMANIA 3D
  56. Nvidia NV1
  57. File:KM48 datasheet.pdf
  58. PU-7 (PSX Dev)
  59. File:KM4216 datasheet.pdf
  60. Map (N64dev)
  61. File:Direct RDRAM datasheet.pdf
  62. File:Oki Concurrent RDRAM datasheet.pdf

See also


Sega Saturn
Topics Technical Specifications (Hardware Comparison) | History (Development | Release | Decline and legacy) | List of games (A-M) | List of games (N-Z) | Magazine articles | Promotional material | Merchandise
Hardware Japan | North America | Western Europe | Eastern Europe | South America | Asia | South Korea | Australasia | Africa

HiSaturn Navi | SunSeibu SGX | Sega Titan Video

Add-ons Backup Memory (third-party) | Sega PriFun | Video CD Card (third-party) | Extended RAM Cartridge (third-party) | Twin Advanced ROM System
Controllers Control Pad | Control Pad (Australia) | 3D Control Pad | Arcade Racer | Infrared Control Pad | Mission Stick | Shuttle Mouse | Twin Stick | Virtua Gun | Virtua Stick | Virtua Stick Pro
Online Services/Add-ons NetLink Internet Modem (NetLink Keyboard | NetLink Keyboard Adapter | NetLink Mouse) | Saturn Modem (Floppy Drive | Keyboard)
Connector Cables 21 Pin RGB Cable | Monaural AV Cable | RF Unit | Stereo AV Cable | S-Video Cable | Taisen Cable
Development Hardware Programming Box | Sound Box | E7000 | CartDev | SNASM2 | Address Checker | PSY-Q Development System | MIRAGE Universal CD Emulator
Misc. Hardware 6Player | SBom Multitap‎ | Saturn region converter cartridges | Action Replay | Pro Action Replay | Action Replay Plus | X-Terminator (Version 3) | S-S Promoter | Other cartridges