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> > It looks like one of the ports to Dreamcast from the PS1. When the developers > > built from the ground up on Dreamcast, they usually had very good results. > > Remember, Dreamcast still has higher res textures than PS2. Oh, and hardware > > anti-aliasing. > > It doesn't have hardware anti-aliasing. This is a common misconception because > the PS2 was very flickery in the beginning, and people thought this was because > of jaggies. Actually it had more to do with the way the framebuffer was drawn > onto the screen, as the PS2 actually renders two alternate images to make the > full 640x480 picture and flips each to the screen in stages. It leaves a lot to > be desired in terms of quality but it saves on memory. > > Idiot articles like this one say the opposite. > > You can clearly see that in Ridge Racer you're only seeing half the scanlines, > so of course it looks like shit. But that's the way the game drew the graphics > onto the screen. > > Also, the crawly ass graphics are caused by a lack of mip mapping (presumably to > save memory) and also because of the inaccuracy of rendering half the picture at > a time. > > Nobody knew how to use the PS2 efficiently back then. Konami showed everyone > with MGS2. Everyone smartened up since then. > > Dreamcast has texture compression, but PS2 can do it on the fly with VU0/1. But > it's more suited to drawing more polygons and doing special effects on the > screen rather than concentrating on textures, you have to play on its strengths. > > MGS2 didn't have the greatest textures but it had special effects up the > yin-yan, and even the X-Box had trouble keeping up in the storm scenes. It > might have been able to do it as efficiently as the PS2, but you can see that > the PS2 is certainly powerful enough to measure up to the X-Box in certain ways. >
# CPU: Hitachi SH-4
* 200MHz clock rate * 360 MIPS (millions of instructions per second) * 3D calculations (Can transform 5million polygons/second) * 800+ MBytes/second bus bandwidth * 1.4 billion floating-point operations per second * In comparison, the SH4 can calculate nearly 3 times more floating point OPs per second then a 450MHz Intel Pentiom II Processor. Or about 1.4 times more than next years' 500MHz Intel Katmai or 500MHz AMD K7.
# Graphics: NEC PowerVR2 DC
* 3 million polygons/second peak rendering rate * Perspective-Correct Texture Mapping * Point, Bilinear, Trilinear and Anisotropic Mip-map filtering * Gouraud shading * z-buffer * Colored light sourcing * Full scene anti-aliasing <--- * Hardware-based Fog * Bump mapping * 16.77 million colors * Hardware-based texture compression * Shadow and Light volumes * Super sampling
# Memory:
* 16 MB main RAM (SDRAM) * 8 MB video RAM * 2 MB sound RAM
# Sound:
* 45MHz Yamaha 32-bit RISC CPU @ 40MIPS (more powerful than total power of PSX) o Based on ARM7TMDI Processor Core DSP. * Real-time effects (Reverb, delay, etc) * 64 sound channels * Surround Sound support. * Full realtime 3D sound support matching abilities of modern home theater systems. * Hardware-based audio compression
# Storage:
* Proprietary 1 GD-Rom disc: Capacity 1.0GB (1024MB) * 12x Yamaha (1.8MB/s)
# Data Save: VMS Card
* Energy-saving 8-bit CPU * 128K byte memory * 48x32 dot monochrome LCD display * 37x26mm display size * Button battery x 2, auto off function * PWM 1 channel sound source * Size: 47mm(W) x 80mm(H) x 16mm(D)/1.9" x 3.15" x 0.63" * Weight: 45g/1.59oz
# Input:
* Four controller ports. * Digital and analog directional controls * Visual Memory System data save unit * Analog Steering wheel, joystick, keyboard, mouse, and more available.
# Communication:
* 33.6Kbytes/second modem (Original Asia/Japan) * 56Kbytes/second modem (USA, Europe, Asia/Japan after Sept. 1999) * Software: The Dream Passport CD o Access' NetFront and Secure Socket Layer (SSL). o NetFront includes support of HTML 3.2, main features of HTML 4.0, and SSL. o Dream Passport lets users access the web, e-mail, and chat.
# Operating System:
* Customized Microsoft Windows CE or Custom Sega OS (loaded at boot)
# Video Output:
* 640x224 NTSC via composite video or RF (Composite cables included with console) * Available: RGB/VGA, S-Video.
# Size: 190mm(W) x 195mm(H) x 78mm(D)/7.48" x 7.68" x 3.07" # Weight: 2.0kg/4.41lb
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