Sega Saturn Technical Specifications
| Hitachi SH2 32-bit RISC
CPUs |
| Number |
Speed |
MIPS |
| 2 |
28 MHz |
25 |
| 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 |
- 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."
--Chief Programmer, Scavenger |
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| VDP2 32-bit Graphics
Processor |
| Background 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."
--Kazuhiro Hamada, Section Chief, Saturn Development
Team |
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16-bit Motorola 68EC000 Sound
CPU Yamaha Sega Custom Sound Processor
(SCSP) |
| Sampling |
Synthesis |
Signal Processing |
|
|
- 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
|
| 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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| CD-ROM Mechanism
(manf. by JVC) |
| Data Transfer |
Supported 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:
|
| 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. |
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| Memory
Configuration |
| Memory Type |
Bank Size |
| CPU RAM |
2 MB |
| Video RAM |
1.54 MB |
| Sound RAM |
540 KB |
| CD-ROM Cache RAM |
512 KB |
| Battery Backup |
32 KB SRAM |
| 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. |
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| Graphics
Specs |
| Resolution and Depth |
2D Capabilities |
3D Capabilities |
| Display Resolution
Depth
- 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
|
| 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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