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DREAMCAST: DISCOVERING THE HARDWARE OF THE SEGA CONSOLE

There are many consoles that have succeeded each other over the various generations. Some have remained stuck in the mesh of time and lie forgotten in a corner of our memory, others have marked our path as gamers and represent an ever vivid memory that we keep in our hearts.

In this article we analyze the technical choices made by SEGA with its Dreamcast and the reasons that sanctioned the commercial flop of a console that, despite everything, retains a special place in the hearts of fans.

The failure of SEGA Saturn

At the end of the 80s and for most of the 90s, SEGA was one of the most important players in the videogame market . His Mega Drive (Genesis in America) was a huge commercial success, managing to place over 30 million consoles around the world. The SEGA Saturn b2b marketing successor to the Mega Drive, in the intentions of SEGA, should have equaled its success, but there were some unexpected events in the formula put in place by the Japanese giant. The Saturn was a console on which it was difficult to develop due to its dual CPU architecture: at the time it was a pioneering solution and the developers did not know how to make the most of its qualities.

The Saturn also competed directly with the Sony Playstation, which thanks to its really aggressive price tag ($ 299 against Saturn's $ 399) and a very well orchestrated marketing campaign managed to outclass the SEGA console on every front which represented a real debacle on the commercial level .

The backlash of the Saturn bankruptcy not only resulted in very serious economic losses but also a total change at the top: both Tom Kalinske and Hayao Nakayama, respectively presidents of the American and Japanese divisions of SEGA, resigned and were replaced by Shoichiro Irimajiri.

The biggest problem of SEGA had become to relaunch its company, initially it was thought to produce a 64-bit addon for the Saturn or a Saturn 2, but the poor sales and the negative perception of the public of the unfortunate console convinced the Japanese leaders to design something totally new.

The SEGA Dreamcast

In 1997 Irimajiri commissioned IBM designer Tatsuo Yamamoto to begin development of SEGA's new gaming hardware, Saturn's poor success, stemming in part from questionable technical solutions , convinced the new president to turn to external resources to design a new console. The story is further complicated when Hideki Sato, SEGA's in-house designer, also began developing a new console .

It is not clear whether Irimajiri directly appointed both teams or was an independent choice of Sato, but in fact there were two parallel projects for the development of the new SEGA console. Yamamoto's project, codenamed "Blackbelt", was based on a 3DFX Vodoo 2 graphics processor (In this article we retrace the history of 3DFX ) and a CPU

Motorola PowerPC 603e while that of Sato, initially called "Whitebelt" and later renamed "Dural" (in honor of the metal fighter of the Virtua Fighter series), on a Hitachi SH-4 processor and a Videologic powerVR2 graphics card. The solution to this dualism was found when 3DFX, intending to go public, was forced to reveal the agreement with SEGA , an event that greatly angered the management and which was used as a pretext to cut all ties with 3DFX and continue with the project developed "in house", certainly the most economical and congenial solution for SEGA's Japanese leaders. Having chosen the project on which to direct its efforts, SEGA created a final code name: Katana.

Incredible Hardware

Keeping in mind the mistakes made with the Saturn in terms of technical choices and production costs, SEGA this time focused on a very simple and clean system. In fact, the designers chose not to use totally custom components , as always done in the console environment, but to put together existing hardware to which to make very slight changes in order to maximize performance.

The beating heart of the Dreamcast was in fact a Hitachi SH-4 CPU - a direct evolution of the SH-2 used on the Saturn - but with a whole series of important technological evolutions, pioneering at the time for the entire industry. The SH-4 had a five-stage pipeline that allowed it to process up to five instructions simultaneously and integrated a superscaler that further doubled the processable instructions for each cycle of the pipeline.

Thanks to this design, the CPU of the Dreamcast, with its 200 MHz, generated 360 MIPS (Millions of instructions per second) or 1.8 IPC, about 6 times the performance of Saturn and 2.8 that of Nintendo 64 . In addition, the SH-4 integrated a powerful FPU unit that allowed 32-bit precision and 64-bit double precision operations, with a 128-bit bus handling four 32-bit operations simultaneously.

In practice, the FPU unit alone was able to generate five million polygons per second, drastically improving the graphics potential of the console.

The GPU chosen by SEGA was a VideoLogic PowerVR CLX2, less powerful than the Voodoo 2 to which it was preferred, but still the most performing in the console field in 1998, the year of the Dreamcast's launch. The Dreamcast in fact managed to keep up with the best gaming PCs, managing to generate images at 640 × 480 pixels (VGA), just think that Soul Calibur, launch title, was a rare example of a console port that ran better. of its original arcade counterpart.

Videologic's GPU used an alternative approach to 3D rendering employing a system called Tile-Based Deferred Rendering or "TBDR".

The TBDR, instead of totally rendering a frame, divided the rendering areas into different sections called "tiles", thus increasing the parallelization of the processes.

This system brought two great advantages: the first was to reduce the use of bandwidth and required energy thanks to the division of the rendering into small parallel processes, the second was to solve the age-old problem of the visibility of polygons by going to order them starting from the closest ones and arriving at the farthest ones, so as to calculate only those necessary to generate the image and avoid the rendering of non-visible polygons, obtaining a further performance gain. In addition to this the Dreamcast GPU could use Alpha blending, Mip-Mapping, Environment mapping, Bump mapping and bilinear and trilinear anisotropic filter.

The audio chip chosen by SEGA was called AICA. Manufactured by Yamaha, it was capable of handling 64 8-bit or 16-bit PCM channels, with 44.1 kHz sampling and had 2 MB of SDRAM, plus there was an ADPCM decoder to help reduce the computational load on the CPU. The audio chip was also responsible for providing the console's bios with the Real Time Clock (or RTC) thanks to the use of a buffer battery.

 

DREAMCAST: DISCOVERING THE HARDWARE OF THE SEGA CONSOLE

 

The Dreamcast had the possibility of using two distinct operating systems, the first was a normal operating system with icons that allowed you to launch the game inserted in the console, manage the save files, launch the music player or modify simple settings.

The second was a custom version of Windows CE , which in SEGA's intentions should have attracted a lot of developers. Windows CE in fact made the Dreamcast compatible with Visual Studio and DirectX and greatly facilitated porting from PC.

One of SEGA's most revolutionary choices was to integrate a dialup modem and the possibility of using an optional LAN adapter, this made the Dreamcast the first console to allow online gaming , through the proprietary Dreamarena platform (SegaNet in America and Japan) and even the ability to navigate with an internal browser. Phantasy Star Online was in fact the first MMORPG for consoles in the world and NFL 2K1 was the first sportsman to allow online gaming.

SEGA chose GD-ROMs as storage media for its Dreamcast, a proprietary format developed in partnership with Yamaha very similar to the common CD-Rom, but with almost doubled bit density, which translated into approximately 1.2 GB of available space. on disk.

Also with regard to memory cards for saving game data, SEGA chose to innovate drastically. The Visual Memory Units or "VMUs" were in fact interactive memory cards that were positioned in a proprietary slot on the Dreamcast pad: during game sessions they allowed data to be saved and displayed some additional information on the title in execution (on Resident evil 2 for example showed the bullets left in the magazine). When disconnected from the pad instead, thanks to the display and controls present, it could run small software that allowed to obtain some benefits in game, small adventures or Tamagotchi-style games. VMUs could also be linked together to exchange items or save.

A sweet memory

The Dreamcast, on balance, was a jewel of hardware and innovation but which had the misfortune to deal with that giant that was the Playstation 2, which arrived after the enormous success of Playstation sales and audiences. From the moment of the commercialization of the second Sony console, the sales of the Dreamcast suffered a heavy backlash, also due to the fact that the PS2 at the time of release was the cheapest DVD player in the world, a factor that further directed the market.

After only three years from the date of marketing on March 31, 2001, SEGA decided to stop the distribution of what would be its last console. The SEGA Dreamcast, in its short life cycle, sold 9.13 million units and can be considered a huge commercial flop, which effectively spelled the end of SEGA as we have known it up to that point.

Many historical sagas have seen their birth on the SEGA console and are still fondly remembered by fans. The Dreamcast had the merit of laying the foundations for the future of console gaming with the adoption of fewer proprietary components, later also Nintendo Gamecube with its ATI video card and Microsoft with Xbox, a console totally based on PC hardware, followed the same path taken pioneering by SEGA. The last generations of consoles and the current one have further consolidated this trend and fully use components and solutions created for PCs.

For some, the failure of the Dreamcast also sanctioned the end of arcade gaming, despite this the latest SEGA console still has a special place in the hearts of many fans today, twenty years later.

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