The Specs:
Hitachi SH-4 200 MHz CPU
Graphics Chip: PowerVR (Highlander)
Sound Chip: Yamaha ARM7-based ASIC
Main RAM: 8 MB (mega -byte-, that is)
Video/Texture RAM: 8 MB
Audio RAM: 2MB
Caches: 8k instruction/ 16k data/128 k CD-ROM buffer
Modem: Modem Card (possibly PCMCIA based
Output: VGA and 640x240 anti-aliased RF
CD-ROM: custom dual format
CUP Highlights
200 MHz CPU
360 Dhrystone v1.1 MIPS
1.4 GFLOPS (1.4 billion floating-point operations per second)
2-way superscalar
32-bit integer, 64-bit floating point
8k instruction cache, 16k data cache
Supports Windows CE
The SH-4 features 5 stage pipeline floating point unit that can do the following: scalar product in 3 cycles, fully pipelined (single-precision floating point) using just 1 instruction matrix transform in 7 cycles, partially pipelined, single precision foloating point using 1 instruction. That's 16 multiplies and 12 additions, all single precision fp, in 1 instruction
Graphics:
Power VR2 chip (Hylander)
1.5 million to 3 million polys per second
mip-mapping
texture filtering
real time shadowing
Z buffering
true transparencies
true logarithmic fog calculated per pixel.
Support for Open GL and D3D (making PC ports easier than ever)
The Highlander chipset is an integrated 2D/3D single chip solution that will provide in the area of five times the performance of current PCX2 chips. Current performance estimates put the Highlander chipset at over 4Mpixels per second. Features new to the chipset include support for bump mapping, edge anti-aliasing, anisotropic filtering, bi and tri-linear filtering, specular highlighting, and texture conversion.
PowerVR's core 3D rendering algorithm is infinite plane (surface) based, allowing the system to efficiently cater for polygons, polygon meshes, infinite planes, and convex objects. Its polygon object rendering allows the use of conventional, industry-standard APIs such as Microsoft s Direct3D, and the ability to directly process infinite planes and convex objects allows PowerVR to provide advanced features such as full shadows and searchlights in real-time. In addition to support for industry-standard APIs, PowerVR has its own multi-platform high-level object oriented API, called PowerVR SGL, that provides full access to all the capabilities of the PowerVR hardware.
Media:
Yamaha CD drive running at 12x speed.
Dual density capability, using either regular density CDs, or
proprietary 1-Gig super-density CDs, or both
Modem:
Compatability with PCMCIA card (may or may not be included
Controller
The controler will be digital and analog and will feature an LCD
screen that can be used to save various button configuration. The
controller is also expected to have a memory card slot similar to
the N64 controllers.
Developers
Acclaim
Adeline
Argonaut
Capcom
Climax
Core
Electronic Arts
Epic Megagames
Fox Interactive
GameArts; Gremlin
Id
Imagineer
Infogrames
Interplay (VR Sports)
Kalisto
Konami
Lobotomy
Midway
Shiny.
The Games (Mostly Speculated)
Sonic RPG
Virtua Fighter 3 Team Battle
Sega Rally 2
Daytona USA 2
Last Bronx 2
Fighting Vipers 2
Virtual On 2
Harley Davidson LA Riders
Get Bass Fishing
Alpine Racers
A Sega Sports Game
VR Sports Titles
Looney Tunes Game
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