Sydney (Level 2 bytches)
New member
Sega model 3 arcade specs
Main CPU : 32bits RISC PowerPC 603ev 166Mhz
Graphics Chip : 2 x Lockheed Martin Real3D/PRO-1000
Sound CPU : 16bits 68EC000 11.3Mhz
Sound chip : Yamaha SCSP/YMF-292F/"LAKE" FH1 128-step DSP x 2, MIDI interface, 16 bits 64 voices 4 channel, maximum of 16.5 Mbytes ROM, 64 PCM channels
Audio RAM : 1meg (8 megabits, 512K per SCSP chip)
Main Memory : 8 Mbytes 66mhz Ram, graphic ROM maximum of 64 Mbytes, backup RAM 64 Kbytes
Video resolution : 24KHz 496(H)x384(V) one or two plane 24khz, It uses the VGA pinout however. And, the voltage levels of the video output is at VGA levels (.7vdc Peak to Peak)
Scroll Window : two plane (24KHz/two plane mode), 16 colours/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
Geometrizer : At least 1,000,100 polygons/s for square polys, 2,000,200 for Triangle polys
Renderer : At least 60,000,000 pixels/s
Video : Full Color Texture Mapping, Tri-Linear Interpolation, Micro Texture, Shading High-Specula Gouraud Shading , Fix Shading, Flat Shading, Texture & Edge Multi Layered Anti-Allasing, Lighting Effects, Parallel Light, 4 Spot Light, Pin Spot Light, Special Effect Zoning-Fog, 32 Levels of Translucency.
Board composition : CPU + VIDEO + ROM boards
Others : 10mbs Connection, calendar IC
sega dreamcast specs
Hitachi SH-4 running at 200 Mhz.
360 MIPS Memory16MB main RAM Display8MB video RAM. 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 Sound2MB sound RAM.
32bit RISC CPU. DSP for real-time effects. 64 sound channels. Full 3D sound support. Hardware-based audio compression.Ports4 controller ports.
Built-in 56kbps modem
Built-in high-speed expansion ports
Main CPU : 32bits RISC PowerPC 603ev 166Mhz
Graphics Chip : 2 x Lockheed Martin Real3D/PRO-1000
Sound CPU : 16bits 68EC000 11.3Mhz
Sound chip : Yamaha SCSP/YMF-292F/"LAKE" FH1 128-step DSP x 2, MIDI interface, 16 bits 64 voices 4 channel, maximum of 16.5 Mbytes ROM, 64 PCM channels
Audio RAM : 1meg (8 megabits, 512K per SCSP chip)
Main Memory : 8 Mbytes 66mhz Ram, graphic ROM maximum of 64 Mbytes, backup RAM 64 Kbytes
Video resolution : 24KHz 496(H)x384(V) one or two plane 24khz, It uses the VGA pinout however. And, the voltage levels of the video output is at VGA levels (.7vdc Peak to Peak)
Scroll Window : two plane (24KHz/two plane mode), 16 colours/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
Geometrizer : At least 1,000,100 polygons/s for square polys, 2,000,200 for Triangle polys
Renderer : At least 60,000,000 pixels/s
Video : Full Color Texture Mapping, Tri-Linear Interpolation, Micro Texture, Shading High-Specula Gouraud Shading , Fix Shading, Flat Shading, Texture & Edge Multi Layered Anti-Allasing, Lighting Effects, Parallel Light, 4 Spot Light, Pin Spot Light, Special Effect Zoning-Fog, 32 Levels of Translucency.
Board composition : CPU + VIDEO + ROM boards
Others : 10mbs Connection, calendar IC
sega dreamcast specs
Hitachi SH-4 running at 200 Mhz.
360 MIPS Memory16MB main RAM Display8MB video RAM. 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 Sound2MB sound RAM.
32bit RISC CPU. DSP for real-time effects. 64 sound channels. Full 3D sound support. Hardware-based audio compression.Ports4 controller ports.
Built-in 56kbps modem
Built-in high-speed expansion ports