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Implementation
The
block diagram of Dreamcast is shown in Figure
3. The main board includes a
200-MHz, two-way superscalar reduced-instruction-set
computing CPU; a 100-MHz system ASIC with rendering core;
a 67-MHz sound chip; two 64-Mbit SDRAMs; and five 16-Mbit
SDRAMs. The 64-bit-wide, 100-MHz system bus between the
CPU and the ASIC can transfer polygon data at up to 8
million stripped triangles per second.
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Figure 3. System block
diagram.
The CPU was clearly an
important part of the Dreamcast specification, and selection of
the device was a lengthy and carefully considered process.
Factors considered included performance, cost, power
requirements, and delivery schedule. There wasn't an
off-the-shelf processor that could meet all requirements, but
Hitachi's SH-4 processor, which was still in development, could
adapt to deliver the 3D geometry calculation performance
necessary. The final form has an internal floating-point unit
of 1.4 Gflops, which can calculate the geometry and lighting of
more than 10 million polygons per second. Among the features of
the SH-4 CPU is the store queue mechanism that helps send
polygon data to the rendering engine at close to maximum bus
bandwidth.1 The final device is
implemented using a 0.25-micron, five-layer-metal process.
The system ASIC combines
a PowerVR rendering core with a system bus controller,
implemented using a 0.25-micron, five-layer-metal process.
Imagination Technologies (formerly VideoLogic) provided the
core s logical design and Sega supplied the system bus. NEC
provided the ASIC design technologies and chip layout,
including qualification for 100-MHz operation. Fill rates are a
maximum of 3.2 Gpixels per second for scenes comprising purely
opaque polygons, falling to 100 million pixels per second when
transparent polygons are used at the maximum hardware sort
depth of 60. Overall rendering engine throughput is 7 million
polygons per second, but in Dreamcast, geometry data storage
becomes the limiting factor before pixel engine throughput.
Yamaha developed the audio chip used by Dreamcast. We
used principles of intelligent subsystems and real-time
decompression throughout the design. It therefore has an ARM7
CPU core, to allow it to generate sound independently, and a
memory controller for local SDRAM, which can be used to store
ADPCM-compressed sound samples. This chip was originally
designed using a 0.35-micron process and has now moved to 0.25
micron.
By the end of 1999 the
die size and package of these chips will be as follows:
- CPU, 6.5 mm x 6.5 mm
in a 256-pin ball grid array;
- system ASIC, 8.9 mm x
13.14 mm in a 500-pin tape ball grid array;
- sound, 4.0 mm x 4.0
mm in 100-pin quad flatpack.
This chipset, which is
currently the minimum number needed to achieve the game
console's functionality, is mounted on one side of a small (159
mm x 142 mm), four-layer printed circuit board. The two chips
that dissipate the most power are cooled using aluminum heat
sinks connected to a cooling fan (originally heat pipes were
used). Such cooling is essential to integrate high-performance
chips and other utilities in a very small enclosure.
GD-ROM
For the game program's
main delivery media, we used an optical disc as it is best for
mass production, delivery cost, and accommodating large-size
game programs. Currently, normal CD-ROM media has a 650-Mbyte
storage capability requiring two or more discs for some large
games. DVD-ROM is a possible solution because of its large
storage capacity, however the high manufacturing cost of the
drive makes it impractical for a low-cost game console. In
addition, DVD-R technology and DVD production tools are only
just appearing with the price, quality, and stability required
for games development.
The chosen solution is a
double-density CD-ROM system called GD-ROM (gigabyte-disc
read-only memory), developed jointly by Sega and Yamaha. The
internal volume comprising double-density media is roughly 1
Gbyte and surrounds a normal density compact disc media near
the disc's center. Mass producing this media at a similar cost
to a normal CD-ROM is not difficult because the same stamping
machine and materials are used with minimal changes.
It was more difficult to
develop and deploy the media of the GD-R (gigabyte-disc record
once) and its burner. Sega had to internally develop
technologies such as the GD-drive emulator for software
development and the disc copier and verifier units. Despite the
development issues, we felt the benefits of using a higher
density format were great, and this idea has subsequently
proved itself in the field.
Modem
A system with a CPU as
powerful as the SH-4 normally uses a software modem, but this
is not a good solution for a real-time system such as a game
console. The game application takes about 100% of the CPU's
time and, consequently, cannot tolerate interruptions to
graphics generation. Therefore, we chose Conexant Systems'
controller-less modem, letting the modem's DSP perform the
real-time communications. Depending on the communication
purpose, the application can choose whether the SH-4 CPU
carries out layer-2 modem functions like compression and error
detection. For games, because communication latency is more
important than overall data throughput, high-level protocols
are not required, whereas Web browsing and e-mail require high
throughput and an error-free connection.
Visual Memory
The Visual Memory design
was in large part driven by the need to provide an extremely
low-cost unit because we expect that most Dreamcast users will
need several devices. The final design uses an 8-bit Sanyo CPU
with 128-Kbyte flash ROM, a 48 x 32 liquid crystal display,
audio sounder, battery compartment, x-y
direction pads, button switches, and a connector that allows
interfacing to Dreamcast, Naomi, and other Visual Memory
devices.
Naomi
The arcade market is not
as price sensitive as that of the home console, allowing us to
double the system, video, and audio memory sizes. The arcade
market also places greater emphasis on fast access times than
on easily and quickly changeable software. Therefore, we
replaced the GD-ROM with a flash ROM board. This board contains
up to 160 Mbytes of data and an advanced filing system provides
emulation of the GD-ROM. Because of this high degree of
compatibility between the Dreamcast and Naomi, porting games is
straightforward with most changes due to different market needs
rather than different hardware configurations.
System
environment
Dreamcast
incorporates a boot ROM that is used for such tasks as Visual
Memory data management, playing CD music, and system option
configuration. The boot ROM's critical task is to load the main
operating system from GD-ROM. A Dreamcast customized Microsoft
Windows CE operating system is available that is heavily
optimized for games delivery. The adapted Windows CE provides a
custom DirectX API and many other Microsoft technologies such
as dynamic link libraries, allowing rapid porting of games
between PCs and Dreamcast without sacrificing performance.
Microsoft's Visual C++ facilitates this porting by
providing a common development environment between the two
platforms.
Due to the
high-performance, integration, and complexity of the system
hardware, direct hardware programming is not a viable option.
Consequently, Dreamcast supports operating systems such as
Windows CE, several of Sega's own library APIs, and various
middleware APIs, all of which are coordinated and distributed
by Sega to ensure quality and future hardware compatibility.
Final performance
With Dreamcast, we
achieved our design goal of a small video game console with a
tenfold improvement in video and sound capability, coupled with
expandability, flexibility, and connectivity achieved at our
target cost. The video-rendering capability is 20-50 times
higher than the previous generation of consoles. Recent tests
by Sega, using the company's graphics libraries proved that
Dreamcast uses 100% of the CPU and rendering engine's ability
and delivers 6 million textured and lit polygons per second.
Although game logic and physics reduce peak graphic
performance, the performance of recent 3D titles for the system
from many companies clearly demonstrates the platform's
graphics superiority.
The MPEG-1 decoding
engine, fully tuned, requires less than 40% of the CPU cycles
to decode 320 x 240-resolution MPEG-1 images. This allows the
creation of hybrid images by superimposing 3D polygons over the
video, or vice versa. If sufficient CPU cycles are available,
resolutions of 640 x 320 and 320 x 480 are also supported.
Other technologies including video compression, sound and voice
compression, and voice recognition are available as middleware
libraries to allow development of high-quality, innovative
entertainment products.
Although the system
supplies only 8 Mbytes of unified memory for texture, polygon
list, and video buffer, the real-time decoding engine for
vector quantization-compressed texture provides roughly the
equivalent of an additional 18 Mbytes for texture storage.
Vector quantization texture compression is used in most games
without noticeable degradation of texture quality.
The sound subsystem can
generate 64 voices with ADPCM real-time decoding, and internal
DSP effects, and provides ten times the performance of the
previous (already advanced) Saturn sound system.
The flexibility designed
into the architecture is proving effective. Software titles use
the Visual Memory for both data storage and stand-alone games
to enhance the product and enable parts of the product to exist
away from the Dreamcast. GD-ROM titles access online servers
and thereby create online gaming communities by allowing remote
multiplayer gaming, sharing data, and game play results.
Table 1 summarizes the key
aspects and performance of Dreamcast.
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Aspect
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Specifications
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Dimensions (main box)
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19.0 cm ´
19.6 cm ´
7.6 cm
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Weight (main box)
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1.5 kg
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Power dissipation
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22 W
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Nonvolatile memory
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Via separate Visual Memory
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Operating system
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Microsoft Windows CE (customized for
Dreamcast)
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CPU (SH-4)
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Two-way, 200-MHz, 360-MIPS superscalar
RISC
8-Kbyte instruction cache, 16-Kbyte
data cache
128-bit graphics-oriented
floating-point unit delivering 1.4 Gflops
800 Mbyte/s bus bandwidth
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Rendering engine
(integrated with system ASIC)
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PowerVR2 (DC) with deferred rendering,
accelerator for automatic polygon list generation
16 million colors, 640 ´
480-pixel resolution rendering to video buffer
SDRAM interface for polygon list,
video buffer, and texture
Drawing rate greater than a million
polygons per second
Fill rate greater than 3.2 Gpixels per
second
Main effects: alpha-blending,
bump-mapping, fog, MIP mapping, palette, bi- and
trilinear filtering, antialiasing, texture compression,
environment map, specular effect, modifier volume
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Sound engine
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67-MHz clock, intelligent with own
SDRAM interface, 32-bit CPU (ARM7) (17 MIPS), sound
synthesizer, digital signal processor (64 voices with PCM
or ADPCM)
Major sound effects: reverberation and
3D sound, time-variant filter
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Memory
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Main system: 16 Mbytes
Video (unified): 8 Mbytes
Sound: 2 Mbytes
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Modem
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Controller-less 33.6/56 Kbps, modular
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GD-ROM drive
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12-speed CAV, double density
Average seek time: 200 ms
Built-in cache: 128 Kbytes
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Dreamcast has
superlative graphics and sound-generation capabilities making
it a well-balanced video game console. Its design promotes a
new style of gaming and facilitates the creation of a networked
entertainment community. It is a network terminal with the
advantages of using a TV as a monitor and having a user
interface with no language barrier. In the future, as new
technologies become available the successful implementation of
the systems flexibility concept will allow realization of many
new applications.
References
- F. Arakawa et al.,
"SH-4 RISC Multimedia Microprocessor," IEEE
Micro, Vol. 18, No. 2, Mar./Apr. 1998, pp. 26-34.
- VideoLogic,
"PowerVR Technical Backgrounder," 1999, http://www.powervr.co.uk/Support/documents/pvrbacknew.pdf
Shiro Hagiwara
is a general manager responsible for the system environment of
video game consoles in Sega Enterprises' Hardware Development
and Manufacturing Division. He focuses on development and
technical support of game programming tools, libraries
(including middleware, drivers, and operating systems), and the
development of major LSI devices in the game console. He
received a BS, MS, and PhD in electrical engineering from
Hokkaido University at Sapporo, Japan. He is a member of the
Institute of Electronics, Information, and Communication
Engineers, Japan.
Ian
Oliver is managing director of Cross Products, the United
Kingdom-based subsidiary of Sega Enterprises that designed the
debugging hardware, software debugger, GD-ROM emulation tools,
and many other aspects of the Dreamcast software development
environment. He received a BSc in computer science from Leeds
University in the United Kingdom and has a background in 3D
games software development.
Direct comments concerning this
article to Shiro Hagiwara at Sega Enterprises, Hardware
Development and Manufacturing Division, Tokyo, Japan. 1-2-12
Haneda, Ohta-ku, Tokyo, Japan 144-8531; HagiwaraS@soj.sega.co.jp.
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