--------CPU-------------------------------
· CPU: 200 MHz Hitachi SH-4 ( SH7091)
· CPU Memory: 32 MBytes ( 100 MHz SDRAM)
· CPU Memory Data Path: 64-bits
· Memory Bandwidth: ( 800 MBytes/sec)
--------Geometry Co-processor------------------
· Geometry Co-processor: VideoLogic
· custom transformation & lighting ( T&)
· chip ( Code named: ELAN)
· Clock Rate: 100 MHz
· Sustained Polygonal and Lighting Rate: 10 million polygons/sec with 6 light sources!
· Supported Lights: Ambient, parallel, point and spot
· Vertex Support: Combined dynamic and static model processing
· Geometry Memory: 32 MBytes
--------Graphics Processing Unit ( x2)-----------
· GPU: Two PowerVR2 ( CLX2)
· Pixel Fill-Rate: 200 MPixels/sec ( 400 MPixels/sec to 600 MPixels/sec due to infinite plane architecture assuming depth overdraw complexity of 2 to 3 layers)
· Graphics Memory: 2 x 32 MB ( 100 MHz SDRAM)
· External Data Path: 64-bits per GPU ( 128-bits total)
· Memory Bandwidth: 800 MB/sec per GPU ( 1.6 GB/sec total)
· Graphic Effects: Polygons/strips/fans engine, 16-bit and 24-bit color, multiple fog modes, super sampling for full scene anti-aliasing, specular highlighting, texture filtering: bilinear, trilinear, anistropic, MIP mapping, bump mapping, perspective correction, 8-bit alpha blending ( 256 levels of transparency), ARGB gouraud shading, general modifier volumes ( GMV) for such effects as shadows, light, transpararency, etc.
Il s´agit des caractéristiques techniques de la carte mère NAOMI II de SEGA. Elles ressemblent étrangement à celle de la Dreamcast. Peut-on en déduire que la Dream pouvait presque faire aussi bien qu´une borne d´arcade ?