comparing and contrasting documentation
C O N S O L E W A R S : ‘ 9 0 S E D I T I O N
The big decision in console gaming in the mid 1990s was between the Sega Saturn, the PlayStation, and the Nintendo 64.
TABLE 1. Comparison Chart of Fifth Generation Consoles [1]
Name Sega Saturn PlayStation Nintendo 64
Developer Sega Sony Nintendo
Console
Launch price (USD)
US$399.99 (equivalent to $642 in 2017)
US$299.99 (equivalent to $482 in 2017)[22]
US$199.99 (equivalent to $312 in 2017)
Release date
JP: November 22, 1994 NA: May 11, 1995 EU: July 8, 1995
JP: December 3, 1994 NA: September 9, 1995 EU: September 29, 1995 AU: November 15, 1995
JP: June 23, 1996 NA: September 29, 1996 EU: March 1, 1997 AU: March 1, 1997
Media
CD-ROM
Cartridge (limited, Japan only)
CD-ROM
Cartridge
Proprietary magnetic disk (via 64DD)
Best- selling game
Virtua Fighter 2, 1.7 million in Japan[26]
Gran Turismo, 10.85 million shipped (as of April 30, 2008)[27][28]
Super Mario 64, 11.62 million (as of May 21, 2003)[29][30]
CPU 2× Hitachi SH-
2 7604 (32-bit RISC) @ 28.63 MHz(56 MI
LSI LR333x0 (R3000A com patible 32-bit RISC) @
NEC VR4300 (64-bit RISC) @ 93.75 MHz (125 MIPS)[36]
PS[32])
Hitachi SH-1 (32-bit RISC) @ 20 MHz (12.5 MIPS)[33]
Motorola 68EC000 (16/32-bit CISC) @ 11.3 MHz[34](1.9775 MIPS[31])
SCU (32-bit Saturn Control Unit)[35]
33.8688 MHz (30 MIPS)
System Control Coprocessor (Inside CPU)
GPU
Sega VDP1 (32-bit Video Display Processor) @ 28.63 MHz (sprites, textures, polygons)[37]
Sega VDP2 (32-bit Video Display Processor) @ 28.63 MHz (backgrounds, scrolli ng)[38]
SCU DSP (Inside SCU (32-bit Saturn Control Unit)[35]
Sony GPU[39]
Vector math unit (in main CPU) @ 66 MIPS
Reality Co- Processor (64-bit MIPS R4000 based, 128-bit vector register processor) @ 62.5 MHz
Sound chip(s)
Yamaha YMF292 SCSP[40]
Yamaha FH1 DSP (Inside Yamaha YMF292 SCSP[40]24-bit, 128- step,[35] 4 parallel ins tructions)
Sony SPU (Sound Processing Unit)
Reality Signal Processor (DSP)
Memory
4.5 MB RAM
2 MB SDRAM
1.5 MB VRAM (512 KB sprite/textur e cache, 512 KB frame buffers, 512 KB backgrounds)
1 MB DRAM (512 K B sound, 512 KB CD-ROM sub- system buffer data cache)
3587 KB RAM
2 MB DRAM
1026 KB VRAM (1 MB frame buffer, 2 KB texture cache, 64 bytes FIFO buffer)
512 KB sound RAM
1 KB non- associative SRAM data cache
4 MB RDRAM (8 MB with Expansion Pak)
Video
Resolution: 320×224 to 720×240 (progressive), 320×448 to 720×576 (interlac ed)[45]
Colors: 172,800 (720×240) on screen, out of 16,777,216 (24-bit) palette
Polygons: 90,000/sec (textured, lighting, G ouraud shading)[46] to 500,000/sec (flat shading)[47]
Sprites/textures: 16,384/frame (32 bytes each, 512 KB memory), scaling, rotation, distortion, texture mapping[37]
Backgrounds: 7[45] (3- 6 tilemap planes, 1- 4 bitmap planes), parallax scrolling, scaling, rotation[38]
Resolution: 256×224 to 640×240 (progressive), 256×448 to 640×480 (interlaced)
Colors: 153,600 (640×240) on screen, out of 16,777,216 (24-bit) palette
Polygons: 90,000/sec (textured, lighting, Gouraud shading)[46] to 360,000/sec[48] (flat shading)
Sprites/textures: 4,000/frame[49] (bitmap objects[39]), scaling, rotation, texture mapping
Background: 1 bitmap plane
Resolution: 320×240 to 720×288 (progressive), 320×480 to 720×576 (interlaced)
Colors: 207,360 (720×288) on screen, out of 16,777,216 (24-bit) palette
Polygons: 150,000/sec (textured, lighting, Gouraud shading) to 600,000/sec (flat shading), anti-aliasing, Z- buffering
Sprites/textures: Scaling, rotation, texture mapping, mipmapping, te xture filtering, bilinear filtering, trilinear filtering[50]
Background: 1 bitmap plane
Audio
Stereo audio, with:[40]
32 sound channels on SCSP
FM synthesis on all 32 SCSP channels
16-bit PCM audio with 44.1 kHz sampling rate on all 32 SCSP channels
1 streaming CD-DA channel (16-bit PCM, 44.1 kHz)
Stereo audio, with:
24 ADPCM channels on SPU
16-bit audio and 44.1 kHz sampling rate on all 24 ADPCM channels
1 streaming CD-DA channel (16-bit PCM, 44.1 kHz)
Stereo audio, with:
Variable number of channels (up to 100 if all system resources are devoted to audio)
Capable of playing back different types of audio (including PCM, MP3, MIDI and trac ker music)
16-bit audio and 44.1 kHz sampling rate on all channels
Accessori es (retail)
Arcade Stick
Saturn digital gamepad
PlayStation Multitap (up to 8 players)
Fishing reel controllers (Bass
Controller Pak
Memory Expansion Pak
Rumble Pak
3D controller
Light guns
Multitap (up to 12 players)
Keyboard
Sega NetLink (online mod em and keyboard)
Mouse
1.44 MB 3.5" floppy disk drive
DirectLink (LAN)
Memory card
MPEG cards
RAM expansion cartridges
Landing and Reel Fishing)
Dual Analog Controller
DualShock
GunCon
Jogcon
Konami Justifier
NeGcon
PocketStation (Japan o nly)
PlayStation Mouse
Analog Joystick
Dance pad
LCD screen (for PSone systems only)
Memory card
Link Cable
Fishing Reel
Transfer Pak
Nintendo 64DD (Japan only)
Microphone
TiltPak
Online services
NetLink 28.8k modem in North America (1996- present)
SegaNet and 14.4k Modem in Japan (1996-2000)
None
Unofficial SharkWire Online 14.4k modem in the U.S. (1999-2003)
Randnet in Japan (for 64DD only) (1999- 2001)
These are all fantastic consoles. You would be happy with any of them.
WORKS CITED
[1] Wikipedia, "Fifth generation of video game consoles," 10 July 2018. [Online]. Available: https://en.wikipedia.org/wiki/Fifth_generation_of_video_game_consoles#Comparison[21]. [Accessed 1 August 2018].