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Here I could describe what this picture is about and why I have chosen this one |
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Processors (8) Two Hitachi SH2 32-bit RISC @ 28.6MHz One Hitachi SH1 32-bit RISC VDP 1 32-bit video display processor VDP 2 32-bit video display processor Saturn Control Unit (SCU) Motorola 68EC000 sound processor DSP sound processor Memory 2 Megabytes (16 megabits) RAM 1.54 Megabytes (12 megabits) VRAM (Video RAM) 540 Kilobytes (4 megabits) Audio RAM 540 Kilobytes (4 megabits) CD-ROM Cache Video VDP 1 32-bit video display processor sprite, polygon, and geometry engine dual 256KB frame buffers for rotation and scaling effects Texture Mapping Goraud Shading 512KB cache for textures VDP 2 32-bit background and scroll plane video display processor background engine 5 simulataneous scrolling backgrounds 2 simultaneous rotating playfields 200,000 Texture Mapped Polygons/Second 500,000 Flat Shaded Polygons/Second up to 60 frames per second animation 24-bit true color graphics 16. Million Available Colors 320x224, 640x224, and 720x576 Resolution Audio Yamaha 24-bit Digital Signal Processor @ 22.6MHz Motorola 68EC000 sound processor @ 11.3MHz 32 PCM (Pulse Code Modulation) Channels 8 FM (Frequency Modulation) Channels 44.1 khz Sampling Rate |
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Heres a small Taste Of Favorites For The Sega Dreamcast: Unreal tournament SPAWN Hundhunter Jet Grind Radio Rent a Hero Outtrigger Marvel Vs.Capcom 2 Illbleed |
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Here are a fraction of the XBOX games I currently am Playing. I juggle 2 or more games at a time when I play (although not at One sitting: Buffy the Vampire Slayer The Thing Serious Sam Splinter Cell Minority Report Batman Vengeance Superman The Man Of Steel Star Wars Jedi Outcast |
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Yeah Go figure, A Batman Game On a Batman themed website made by a radio guy who dresses up like Batman..Am I biased? HELL NO, What would make you think of something Like that?? Sheesh......Some people. |
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Some Of My Favorite Consoles |
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System Specs: Title of System: Microsoft Xbox Release Date: 11/15/2001 (US) Central Processing Unit: 733 Mhz Intel Processor GPU: 300 Mhz X-Chip (in conjunction with nVidia), 1 Trillion OPS, 140 Billion FLOPS Storage: 4x DVD drive with playback, 8 gig hard drive, 8 meg memory card Internet Connection: 10/100 Mbps Ethernet Max Resolution: Superior to HDTV Controller Ports: 4 standard and expansion ports. Memory: 64 megs of DDR (6.4 gigs/sec bandwith) Polygons Per Second: 300 million (maximum), 150 million (with texture and lighting) System Features: Windows 2000 Kernel, Direct X Audio: 3D, 64 voice I3DL2 processor. DVD: 4x, with movie playback |
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All Next Gen Systems are hooked up to a 36 Inch TV With S-Video Components. Systems are wired through a 'Multi-Tap' Which allows you to Switch Systems without unplugging anything. All Audio Is Filtered through a Sony Hi End reciever with Dolby Theater Sound. Which is Than heard By 6 BOSE home Theatre Accousti-mass Speakers. |
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CPU: Hitachi SH-4 200MHz clock rate 360 MIPS (millions of instructions per second) 3D calculations (Can transform 5million polygons/second) 800+ MBytes/second bus bandwidth 1.4 billion floating-point operations per second In comparison, the SH4 can calculate nearly 3 times more floating point OPs per second then a 450MHz Intel Pentiom II Processor. Or about 1.4 times more than next years' 500MHz Intel Katmai or 500MHz AMD K7. Graphics: NEC PowerVR2 DC 3 million polygons/second peak rendering rate Perspective-Correct Texture Mapping Point, Bilinear, Trilinear and Anisotropic Mip-map filtering Gouraud shading z-buffer Colored light sourcing Full scene anti-aliasing Hardware-based Fog Bump mapping 16.77 million colors Hardware-based texture compression Shadow and Light volumes Super sampling |
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MPU ("Microprocessor Unit")* Custom IBM Power PC "Gekko" Manufacturing process 0.18 micron IBM copper wire technology Clock frequency 485 MHz CPU capacity 1125 Dmips (Dhrystone 2.1) Internal data precision 32-bit Integer & 64-bit floating-point External bus 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock) Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way) System LSI Custom ATI/Nintendo "Flipper" Embedded frame buffer Approx. 2MB sustainable latency : 6.2ns (1T-SRAM) Embedded texture cache Approx. 1MB sustainable latency : 6.2ns (1T-SRAM) Texture read bandwidth 10.4GB/second (Peak) Main memory bandwidth 2.6GB/second (Peak) Pixel depth 24-bit color, 24-bit Z buffer Image processing functions Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter. |
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This Is my current Collection Of Gamecube (left) and XBOX (right) games to date June 17th 2003. Gamecube Batman Dark Tomorrow Superman Splinter Cell Metroid Prime Batman Vengeance Enter The Matrix Hunter the reckoning Dead to Rights Resident Evil Resident Evil Zero Conflict Desert Storm Star wars Jedi Outcast Star Wars Clone wars Rouge Squadron 007 Nightfire Darkened Skye Timesplitters 2 X-men Next Dimension Minority Report Zelda Wind Waker Zelda Bonus Disc Demo Disc Bloodrayne Blood Omen 2 Eternal Darkness Beach Spikers Robotech Turok Evolution Home Run King NBA 2K3 Dragons Lair Outlaw Golf XBOX Brute Force Splinter Cell Serious Sam Tao Feng The Thing Dead Or Alive 3 Dead Or Alive Beach volleyball Buff the Vampire Slayer Dead to Rights Hunter The Reckoning Batman Dark Tomorrow Superman Man of Steel Batman Vengeance Return to Castle Wolfenstein Mech Assualt Hitman 2 Unreal championship HALO Star Wars Jedi Outcast Star Wars Clone Wars Star Wars Obi Wan BloodRyane Minority Report Genma Onimusha Rallisport challenge Enclave Gunvalkrie Max Payne Balders Gate House of the Dead III Circus maximus Chase Bruce Lee Spiderman Metal Gear Solid Run Like Hell Turok Evolution |
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