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
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- Virtually Unlimited Sprites on a Line
- Virtually Unlimited Sprite Images
- Virtually Unlimited CLUTs
- Dual 256K Frame Buffers for Rotation, Scaling Effects
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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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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
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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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16-bit Motorola 68EC000 Sound CPU Yamaha Sega Custom Sound Processor (SCSP) |
Sampling |
Synthesis |
Signal Processing |
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- 32 Voices
- FM Synthesis
- Two CPU Interfaces
- 16 Channel Digital Mixer
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- SCSP contains Yamaha FH-1 11.3 MHz, 128 Step DSP
- DRAM Controller for SCSP memory
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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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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
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- Audio CD/Redbook
- CD+G (CD + Graphics)
- CD+EG (Enhanced CD)
- CD Single
- Optional:
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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. |
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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
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- 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
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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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Saturn Peripherals |
Analog Mission Stick
Arcade Racer Analog Steering Controller
Standard D-Pad Controller
Memory Backup Carts
Link Cable
Mouse with Pad
Keyboard
NetLink Modem
RFU Adaptor
S-Video Adaptor
Multitap Unit
Analog Pad
MPEG Adapter
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