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INFORMATION

- PLAYSTATION -
PLAYSTATION SPECIFICATIONS

Main CPU •Instruction Cache •Data Cache •32-bit RISC (R3000A) •4KB •1KB

CPU clock frequency •33MHz

RAM •16 Mbit (Main) •8 Mbit (VRAM) •4 Mbit (Audio)

Graphic Processor (GPU) •Sprite rendering performance •Full color display •Resolution •Effects •Maz. 4000 per 1/60 second •Rotation/scaling •Deformation possible w/ all sprites displayed •Maximum 16,770,000 colors •256 x 224 up to 640 x 480 dots •360,000 flat, shaded polygons/second •180,000 texture mapped, Gouraud shaded polygons/second

Geometry Engine (GTE) •Vertex processing speed •4,500,000 per second (1,500,000 polygons per second in the case of flat shading)

Sound Processer (SPU) •Simultaneous sound sources •Sample rate •Playback quantization •PCM Audio •Max. 24 channels •Max. 44.1 KHz, 16 bits •Built-in digital effects -- e.g., reverb, envelope

Data decompression engine (MDEC)

•Directly connected to CPU bus •Supporting format •Video playback function •Playback time •JPEG •Full screen, full color •35 minutes from one CD-ROM disc

Data saving method - •Memory card •Video, audio out •Composite video, S-Video, RGB output-stereo •audio, 5V power for external RF converter


- SATURN -
Hitachi SH2 32-bit RISC CPU - Speed MHz25 - 228 MIPS

Purpose:Central Processing Units, specially commissioned by Sega, optmized for 3D graphics work. Data that doesn't specifically apply to the geometry engine or sprite graphics gets sent through here. Data calculation, damage, random number generation all gets done here. Dual processors give the Saturn limited parallel processing capabilities, but the segmented cache doesn't allow both to operate simultaneously.Comment: "The SH2 has a high calculation efficiency. For magnifying, reducing, and rotating 2D and 3D graphics, it's very fast. No chip can change coordinates as quickly."

VDP1 32-bit Graphics ProcessorGeometry EngineSprite Graphics

•Texture Mapping •Gouraud Shading •200,000 Texture Mapped Polygons/Second •500,000 Flat Shaded Polygons/Second •512K Cache for Textures

•Virtually Unlimited Sprites on a Line •Virtually Unlimited Sprite Images •Virtually Unlimited CLUTs •Dual 256K Frame Buffers for Rotation, Scaling Effects

Purpose: Along with the SH2s, the VDP and its frame buffer draws 3D objects on screen as distorted sprites. The geometry engine is effective, but also more of an afterthought on Sega's part, primarily to combat the PlayStation's built-in powerful 3D chipset. Comments: "The Saturn is very fast at drawing single pixels using its processor, while the PlayStation has to go through its polygon engine. That gives the Saturn programmer more flexibility."

VDP2 32-bit Graphics ProcessorBackground and Scroll Plane Capabilities

•Five Simultaneous Scrolling Backgrounds •Two Simultaneous Rotating Playfields •24-bit Backgrounds •704x480 maximum resolution Backgrounds

Purpose: Takes over the task of drawing in the background. Frees up CPU processing time while creating complex parallax or distortion effects beyond the main play field.Comments: It's not difficult to use the VDP2, although it takes plenty of time to find an effective use for it. There are so many different ways in which it can be employed."

16-bit Motorola 68EC000 Sound CPU

Yamaha Sega Custom Sound Processor (SCSP)SamplingSynthesisSignal Processing

•16-bit Sound •44.1 kHz •32 Voices •FM Synthesis •Two CPU Interfaces •16 Channel Digital Mixer •SCSP contains Yamaha FH-1 11.3 MHz, 128 Step DSP •DRAM Controller for SCSP memory ,p>Purpose: This is Sega's pride and joy. The Saturn sound system consists of a relatively powerful sound CPU, but the custom Yamaha sound processor gives the Saturn audio capabilites outstripping both the Nintendo 64 and Playstation.Comments: "Saturn's sound hardware is phenomenal. It's way, way, better than the PlayStation's sound - you can basically plug in a synthesizer and play it through MIDI."

CD-ROM Mechanism (manf. by JVC)Data TransferSupported Formats

•Direct Memory Access to RAM •150 KB/sec audio transfer •330 KB/sec data transfer •660 MB Maximum Capacity •Audio CD/Redbook •CD+G (CD + Graphics) •CD+EG (Enhanced CD) •CD Single •Optional: •Photo CD •Video CD •EBook

Memory Configuration/Memory TypeBank Size/CPU RAM: • 2 MBVideo RAM• 1.54 MBSound RAM• 540 KBCD-ROM Cache RAM• 512 KBBattery Backup• 32 KB SRAMComments: Standard stuff, nothing especially significant except for the CPU RAM. As it stands, only one SH2 CPU can access the main memory bank at a time, so both CPUs, if not programmed properly, will continually play a game of catch up, where one processor is constantly waiting for the other to finish its task.

Graphics SpecsResolution and Depth2D Capabilities3D CapabilitiesDisplay Resolution

•352x224 •640x224 •704x480 •32,000 colors displayed in foreground •24-bit (16.7 million colors) palette •Virtually Unlimited Sprites on a Line •Virtually Unlimited Sprite Images •Virtually Unlimited CLUTs •Dual 256K Frame Buffers for Rotation, Scaling Effects •Five Simultaneous Scrolling Backgrounds •Two Simultaneous Rotating Playfields •24-bit Backgrounds •704x480 maximum resolution Backgrounds •Texture Mapping •Gouraud Shading •512K Texture Cache •200,000 texture-mapped polygons/second •500,000 flat shaded polgons/second

Saturn Peripherals

• Analog Mission Stick • Arcade Racer Analog Steering Controller • Standard D-Pad Controller • Memory Backup Carts • Link Cable • Mouse with Pad • Keyboard • NetLink Modem • RFU Adaptor • S-Video Adaptor • Multitap Unit • Analog Pad • MPEG Adapter


- NINTENDO 64 -
Nintendo 64 Technical Specifications:

Processors:

64-bit MIPS R4300 RISC CPU running at 93.75 Mhz (125 MIPs) with true 64-bit data path and registers

64-bit RISC "Reality Immersion" graphics co-processor running at 62.5 Mhz (100+ MFLOPS) with onboard rendering processor to handle textures, anti-aliasing, z-buffering

Geometry engine provides support for hardware based shading, z-buffering, perspective correct texture mapping, tri-linear mip-mapping, anti-aliasing, 256-level alpha channel, LOD Management. Sprite effects include rotation, scaling, anti-aliasing, 256-level alpha channel effects.Overall, the Nintendo 64 is capable of rendering about 160,000 polygons with all hardware features enabled.

Outputs:256 x 224 pixel resolution (low-res); 640 x 480 pixel resolution (high-res) 32-bit RGBA pixel color frame buffer (21-bit color output)

Memory:4 MB RAM (128K memory data path); Rambus DRAM memory subsystem allows theoretical transfers up to 563 MB/second

Sound:CD quality 16-bit stereo sound at 44.1 Khz maximum 100 PCM channels

64DD:

Memory Capacity: Approximately 64MB Sustained Data Transfer Rate: Approximately 81 seconds for 64MB Compared to 437 seconds/64MB for normal speed CD-ROM) Seek Time: About 75 ms (typical) Motor Driving Time: Less than 1.9 secondsSize: Drive260mm (w) x 190mm (d) x 78.7mm (h) Combined with 65.5mm height of N64, both units are 144.2mm high) disk: 101mm (w)x103mm (d) x 10.2mm (h) Weight: Drive: 1.6 kg Disk: 43g

The disk is high density, double-sided magnetic media. 64MB read/writeable disk drive tentatively called the 64DD or "Bulky" Drive. The drive will use disks similar to Iomega's ZIP disks (the drive will be manufactured by ALPS), and will come with a 2MB RAM expansion pack. The drive offers 150 ms seek time and a maximum 1MB/sec data transfer rate. 44MB of each disk will be read-only, with 20MB writable by the disk drive. The Nintendo 64's decompression hardware will work with data from the 64DD.

Rumble Pak

Nintendo's new Rumble Pak is a peripheral that attaches to the underside of the game controller and provides a vibrating buzz for an arcade-type experience in the home environment. It slips into the underside (where Controller Packs go), protruding about 2-3 inches max. The Rumble Pak is a vibrating mechanism programmed to "buzz" (similar to a Pager) at certain times in a game. For example, in Star Fox 64, the Rumble Pak buzzes when enemy projectiles hit Fox McCloud's ship. Debuting at Shoshinkai in November 1996, the Rumble Pak was only announced for the Japanese market, but has been bundled with StarFox 64 which arrived in the West on Tuesday, July 1. The Rumble Pak is also available alone, through Nintendo of America or through traditional retailers for $19.99


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