| Saturn Chipset | |||
| CPUs (2) | Geometry, Sprite Control | Background, Scrolling Control | Sound Processing |
| 2 X Hitachi SH2 | VDP1 | VDP2 | Yamaha 68EC000 Sega CSP |
| Hardware Specifications | |||
| CD-ROM Mechanism | Memory Configuration | ||
| 2D/3D Properties | Peripherals | ||
| Hitachi SH2 32-bit RISC CPUs | |||
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Number |
Speed |
MIPS |
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2 |
28 MHz |
25 |
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| 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."
--Chief technician on the SH2 project, Hitachi |
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| VDP1 32-bit Graphics Processor | |
|
Geometry Engine |
Sprite Graphics |
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| 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."
--Chief Programmer, Scavenger |
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| Back to Specifications | |
| VDP2 32-bit Graphics Processor | |
| Background and Scroll Plane Capabilities | |
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| 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."
--Kazuhiro Hamada, Section Chief, Saturn Development Team |
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| Back to Specifications | |
| 16-bit
Motorola 68EC000 Sound CPU Yamaha Sega Custom Sound Processor (SCSP) |
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Sampling |
Synthesis |
Signal Processing |
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| 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."
--Saturn Developer, Next Generation, December 1995 |
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| Back to Specifications | ||
| CD-ROM Mechanism (manf. by JVC) | |
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Data Transfer |
Supported Formats |
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| Comments: A standard double-speed CD-ROM drive, very similar to the one's you'll find in your PC or a PlayStation. Nothing special, and unfortunately, dated in comparison to today's technology. Possibly something to correct in the next hardware rev? Perhaps. | |
| Back to Specifications | |
| Memory Configuration | |
| Memory Type | Bank Size |
| CPU RAM |
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| Video RAM |
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| Sound RAM |
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| CD-ROM Cache RAM |
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| Battery Backup |
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| Comments: 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. | |
| Back to Specifications | |
| Graphics Specs | ||
|
Resolution & Depth |
2D Capabilities |
3D Capabilities |
Display Resolution
Depth
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| Comments: Although the Saturn sports a higher maximum resolution, very few games have managed to use it without losing a lot of speed. As a result, Saturn games have are generally at one of the lower resolutions, but at much higher framerates. Also, the lack of many of the hardware features present in the PlayStation and the N64 have forced many titles to fake transparency and lighting effects. However, these effects are possible, even at high resolutions, as Sega's AM divisions have proved time and time again. Developers are learning to use the main CPUs to generate the effects they need without sacrificing much. | ||
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| Back to Specifications |
� 1999 Nzumbe Ntoko Jr
Any comments or suggestion Mail to: [email protected]
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