The graphics chip
to be used in the Dreamcast is NEC's and VideoLogic's
PVRSG. This chip was designed by Videologic PLC, and NEC
will be the manufacturer of the chip. It has been rumored
that NEC paid SEGA $150 million if SEGA uses the PVRSG in
the Dreamcast. Lets see at $30 each for the Highlander,
that must mean, that the first 5 million chips are free.
This amount is so large that it is highly unlikely that
NEC had made such a offer, since they are in the business
to make a profit. VideoLogic engineers have been working
on the design of the PVRSG for at least 2 years. NEC has
indicated that the PVRSG is as powerful at the 3Dfx's
Voodoo 2 while including 2D hardware, which the Voodoo 2
does not contain.
Since
some of PVRSG details are not available yet, we will list
here the specifications for Videologic's latest PowerVR
graphics processor the PCX2. There was a PCX1 chip which
had the same specs as listed below for the PCX2 except
for one difference, the PCX1 was unable to do bilinear
filtering of textures.
PCX2
Specifications:
- 66
MHz processor incorporating ISP (Image Synthesis
Processor) and TSP (Texture & Shading
Processor) function
- 32
processing elements in ISP module
- On-chip
12K ISP and 4K TSP parameter caches
- Single
SDRAM external interface for texture and
parameter caching
- PCI
2.1 interface
- True
shadow generation and per pixel fogging
- Bilinear
and adaptive-bilinear interpolation
- Perspective-correct
texturing and anti-aliased textures
- 32 x
32 to 256 x 256 texture bitmap sizes
- 1 to
4 MB texture memory
- Texture
formats:
8-bit (2,3,2) RGB
16-bit (5,5,5) RGB
16-bit (4,4,4,4) RGBT
- 32-bit
Bus at 66 MHz, 264 MB/sec peak texture memory
bandwidth
- Smooth
shading
- Flat
shading with offset highlights
- 24-bit
mixing of texture, lighting, and shading
- Exponential
fogging - with programmable fog color
- Accumulation
buffer - to allow multiple layers of translucency
- Translucent
textures - 16 levels per pixel
- Global
translucency allows objects to fade - 16 levels
- 24/16
bit RGB and 16 bit dithered RGB modes
- Manufactured
in NEC's leading 0.35-micron process
- Packaged
in a 208-pin PQFP
- Can
use either SGRAM or SDRAM
- Operating
voltage of 3.3V
- Bus
interface - PCI bus 2.1 standard
Performance
9 Billion
operations per second (max.)
1.2 Million polygons per second (max.)
66 Million pixels per second fill rate (max.)
Additional
Details
Real
shadows can be cast from any object over any surface, and
updated every frame.
PowerVR s equivalent 32-bit Z buffer makes solid outdoor
objects a reality.
Pixel perfect hidden surface removal.
Anti-aliased textures using PowerVR's mip mapping stops
shimmering.
Perspective-correct textures do not bend because PowerVR
performs a division per pixel.
Smooth shading does not change when rotated.
- Translucency
can be applied to whole objects, polygons, or
individual pixels for effects like dirty glass,
fire, water, and even simulated lens flare and
radiosity.
- True
logarithmic fog calculated per pixel.
- Real
color, real time, real resolution (24-bit RGB, 30
to 60Hz, 640 x 480) with mip mapping, fogging and
shadows over the whole scene.
- Bilinear
and adaptive bilinear filtering eliminates blocky
pixels, leading to smoother, more realistic
images. Curves look round and complex explosions
look stunning.
- Dithering
from 24-bit, or "true color," to 16-bit
color provides the true color look on standard
16-bit PC graphics systems, giving a more
photorealistic image on mainstream PCs.
- Compositing
2D and 3D on the PX2 accelerator significantly
reduces system overhead, giving more cycles for
3D polygon processing.
PowerVR
Series2 Features and Specifications
- under
$100 US for the initial PVRSG PC graphics card
- 2D/3D
solution on 1 chip
- deferred
rendering of 200 Mpixels per second
- 1.2
million front facing, fully textured, lit and
shadowed polygons per second with a peak rate of
three million to four million polygons per
second
- geometry
can be triangles, quads, and polygon strips
- full
CPU load balancing
- tile
accelerator
- full
floating-point geometry and texture setup engine
- performance
that scales up with faster CPUs
- 32-bit
accurate floating point z-buffering with no RAM
accesses
- unified
frame buffer and texture memory
- VQ
(vector quantization) texture compression with
10:1 compression ratios
- 2X
AGP with sidebands and PCI (33MHz/66MHz)
- full
alpha blending modes supported
- image
super-sampling for full scene anti-aliasing
- perspective
correct bilinear, trilinear, and anisotropic
texture filtering
- perspective
correct ARGB gouraud shading
- specular
highlighting with offset colours
- environment
mapping
- hardware
translucency sorter
- volumetric
effects (shadows, lens flare, etc)
- multiple
fog modes
- bump
mapping
- full
DirectX and OpenGL blending modes (back-end
multi-pass rendering with micro-tile accumulation
buffers)
- 3D in
a Window
- max
resolution of 1600 by 1200 in 24 bit color
- 100MHz
clock rate
- RAMDAC
(230Mhz)
- manufactured
in NEC's leading 0.25-micron process
- 2 to
32MB of 100 MHz SDRAM
- MPEG
2 decode
- DVD-assist
- video
IN and OUT
- full
support for DirectX 6, which is due this
July
- available
late April 1998 for evaluation
- available
in the marketplace: most likely June/July 1998
PowerVR
Architecture Eliminates Z-buffer
- Tile
based rendering
- 32-bit
virtual depth buffer has no bandwidth
requirements or memory space requirements. This
setup provides more space for the frame buffer
and for texture data. 32-bits of accuracy for Z
coordinates allows objects in a large game world
to occupy more then 4 billion different
positions, which would provide more accurate
placement of objects in a game world.
- Compared
with Nintendo 64 9-bit Z-buffer which has
bandwidth requirements and this bandwidth has to
be shared with the rendering. This setup provides
for less memory space for the frame buffer and
for texture data. A 9-bit Z-buffer is quite
limiting in a large game world since it only
provides 512 different positions for the Z
coordinates.
- Compared
with 3Dfx Voodoo 16-bit Z-buffer which has
bandwidth requirements and this bandwidth has to
be shared with the graphics rendering. This setup
also provides for less memory space for the frame
buffer and for texture data.
Dreamcast
Data Bus Advantage Over The PC
- PC
CPU to PCI Bus allows a transfer of data at 32
bits at 33 MHz resulting in a transfer rate of at
most
132 MBytes/second.
- SH-4
to the PVRSG Bus will allow a transfer of data at
64 bits at 100 MHz resulting in a transfer rate
of 800 MBytes/second, which would give it a
distinctive advantage over the PC using the PCI
bus.
API's
Available
- SEGA's
own graphics API called Dragon
- Videologic's
PowerSGL Direct
- Microsoft's
Direct 3D
- Silicon
Graphics OpenGL
PC
Ports Easy?
- D3D
games and OpenGL games would port quite easy to
the Katana due to these two API's being available
for the PowerVR achitecture.
- SGLdirect
game ports would be easy and quick. Sega even
recommends for software companies to start
programming on PC's with a PowerVR graphics card
now before Katana hardware development kits have
been released. Katana hardware and software
development kits will be delivered to developers
in March of 98.
Additional
Information Links
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