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== Hardware ==
 
== Hardware ==
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| image1 = Sega-Dreamcast-Internals.jpg
| [[File:Sega-Dreamcast-Internals.jpg|thumb|left]] [[File:Sega-Dreamcast-Motherboard-Top.jpg|thumb|right]]
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| Internal view of a Dreamcast console including optical drive, power supply, controller ports, and cooling fan (left), and the system's isolated motherboard (right).
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| footer = Internal view of a Dreamcast console including optical drive, power supply, controller ports, and cooling fan (left), and the system's isolated motherboard (right).
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Physically, the Dreamcast measures {{convert|190|x|195.8|x|75.5|mm|in|abbr=on}} and weighs {{convert|1.5|kg|lb|abbr=on}}.<ref name="EGM115"/>  The Dreamcast's main CPU is a [[Symmetric multiprocessing|two-way]] 360&nbsp;[[Instructions per second|MIPS]] [[superscalar]] Hitachi [[SuperH|SH-4]] [[32-bit]] [[RISC]]<ref>{{cite journal|title=SH-4 CPU Core Architecture|publisher=STMicroelectronics and Hitachi, Ltd.|date=September 12, 2002|page=15}}</ref> clocked at 200&nbsp;MHz with an 8 [[Kilobyte|Kbyte]] [[CPU cache|instruction cache]] and 16 Kbyte data cache and a 128-bit graphics-oriented [[floating-point unit]] delivering 1.4&nbsp;[[GigaFLOPS|GFLOPS]].<ref name="Unified"/> Its 100&nbsp;MHz NEC PowerVR2 rendering engine, integrated with the system's [[Application-specific integrated circuit|ASIC]], is capable of drawing more than 3 million polygons per second<ref name="EGM115"/> and of [[deferred shading]].<ref name="Unified"/> Sega estimated that the Dreamcast was theoretically capable of rendering 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance."<ref name="Unified"/> Graphics hardware effects include [[trilinear filtering]], [[gouraud shading]], [[z-buffering]], [[spatial anti-aliasing]], [[Order-independent transparency|per-pixel translucency sorting]] and [[bump mapping]].<ref name="Unified"/><ref name="EGM115"/> The system can [[Color depth|output]] approximately [[True Color|16.77 million colors]] simultaneously and displays [[Interlaced video|interlaced]] or [[progressive scan]] video at 640&nbsp;×&nbsp;480 [[video resolution]].<ref name="EGM115"/> Its 67&nbsp;MHz Yamaha AICA<ref name="NextGen211"/> sound processor, with a 32-bit [[ARM architecture|ARM7]] RISC CPU core, can generate 64 voices with [[Pulse-code modulation|PCM]] or [[Adaptive differential pulse-code modulation|ADPCM]], providing ten times the performance of the Saturn's sound system.<ref name="Unified"/> The Dreamcast has 16 [[Megabyte|MB]] main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound.<ref name="Unified"/><ref name="EGM115"/>  The system reads media using a 12x speed Yamaha GD-ROM Drive.<ref name="EGM115"/> In addition to Windows CE, the Dreamcast supports several Sega and [[middleware]] [[application programming interface]]s.<ref name="Unified"/> In most regions, the Dreamcast included a removable modem for online connectivity, which was modular for future upgrades.<ref name="Unified"/> The original Japanese model and all PAL models had a transfer rate of 33.6&nbsp;kbit/s, while consoles sold in the US and in Japan after September 9, 1999 featured a [[56 kbit/s line|56 kbit/s]] dial-up modem.<ref>{{cite book|last=Carless|first=Simon|title=Gaming Hacks: 100 Industrial-Strength Tips & Tools|publisher=[[O'Reilly Media]]|year=2004|page=198|isbn=978-0596007140}}</ref>
Physically, the Dreamcast measures {{convert|190|x|195.8|x|75.5|mm|in|abbr=on}} and weighs {{convert|1.5|kg|lb|abbr=on}}. The Dreamcast's main CPU is a [[Symmetric multiprocessing|two-way]] 360&nbsp;[[Instructions per second|MIPS]] [[superscalar]] Hitachi [[SuperH|SH-4]] [[32-bit]] [[RISC]] clocked at 200&nbsp;MHz with an 8 [[Kilobyte|Kbyte]] [[CPU cache|instruction cache]] and 16 Kbyte data cache and a 128-bit graphics-oriented [[floating-point unit]] delivering 1.4&nbsp;[[GigaFLOPS|GFLOPS]]. Its 100&nbsp;MHz NEC PowerVR2 rendering engine, integrated with the system's [[Application-specific integrated circuit|ASIC]], is capable of drawing more than 3 million polygons per second and of [[deferred shading]]. Sega estimated that the Dreamcast was theoretically capable of rendering 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance." Graphics hardware effects include [[trilinear filtering]], [[gouraud shading]], [[z-buffering]], [[spatial anti-aliasing]], [[Order-independent transparency|per-pixel translucency sorting]] and [[bump mapping]]. The system can [[Color depth|output]] approximately [[True Color|16.77 million colors]] simultaneously and displays [[Interlaced video|interlaced]] or [[progressive scan]] video at 640&nbsp;×&nbsp;480 [[video resolution]]. Its 67&nbsp;MHz Yamaha AICA sound processor, with a 32-bit [[ARM architecture|ARM7]] RISC CPU core, can generate 64 voices with [[Pulse-code modulation|PCM]] or [[Adaptive differential pulse-code modulation|ADPCM]], providing ten times the performance of the Saturn's sound system.  The Dreamcast has 16 [[Megabyte|MB]] main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound. The system reads media using a 12x speed Yamaha GD-ROM Drive. In addition to Windows CE, the Dreamcast supports several Sega and [[middleware]] [[application programming interface]]s. In most regions, the Dreamcast included a removable modem for online connectivity, which was modular for future upgrades. The original Japanese model and all PAL models had a transfer rate of 33.6&nbsp;kbit/s, while consoles sold in the US and in Japan after September 9, 1999 featured a [[56 kbit/s line|56 kbit/s]] dial-up modem.
 
  
 
== Models ==
 
== Models ==

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