I don't agree. They don't have anything to do with each other.
Speaking with SEGA of America president Simon Jeffery earlier today he noted that the iPhone is about as powerful as the publisher's console the Dreamcast. Jeffery said the company is delighted with how their iPhone version of Super Monkey Ball has been received by the phones many owners and detailed how the developer plans to take advantage of what he calls an upcoming and potentially major new platform for gaming.
via Kotaku
I don't agree. They don't have anything to do with each other.
Perhaps in simple MHz, but I highly doubt that it's even close overall.
I don't think a mobile phone, no matter the power, can match a gaming console. However, yes, the iPhone has good development opportunities, it could never be a devoted game console.
Anyway, doesn't the iPhone and Dreamcast have different architectures?
So if it is as powerfull as the Dreamcast it would be more powerfull than the Naomi borads.
Naomi is a little better than the Dreamcast.
Dreamcast:
CPU: Hitachi SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine: PowerVR 2 (PVR2DC)
Sound Engine: ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory: 16 MByte
Graphic Memory: 8 MByte
Sound Memory: 2 MByte
Media: GD-ROM
Simultaneous Number of Colors: Approx. 16,770,000 (24bits)
Polygons: 2.5 Million polys/sec
Rendering Speed: 500 M pixel/sec
Additional Features: Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Naomi:
CPU: Hitachi SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine: PowerVR 2 (PVR2DC)
Sound Engine: ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory: 32 MByte
Graphic Memory: 16 MByte
Sound Memory: 8 MByte
Media: ROM Board (maximum size of 172MBytes) / GD-ROM
Simultaneous Number of Colors: Approx. 16,770,000 (24bits)
Polygons: 2.5 Million polys/sec
Rendering Speed: 500 M pixel/sec
Additional Features: Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Known games on Naomi hardware: 56+
Not hard to see why this conclusion was drawn, for integer performance iPhone's CPU should be a little better and the GPU is pretty much a newer revision of Dreamcast's.
What's missing is the FPU power and especially the geometry transformation capabilities, not sure where Sega thinks this is compensated for.
http://gpsp-dev.blogspot.com/
I haven't quit gpSP, just put it on hiatus for a while.
Games like Super Mario Advance 3, Riviera and Sword of Mana actually DO work in gpSP, believe it or not. If they don't work for you then you're using the faulty BIOS. Don't argue with me, it's true; the sooner you accept this the sooner you can move on.
Yes you are right.But the mobile phone are not built to run 3D demanding applications.The Dreamcast proccesor has total differnet architecture that the i phone proccesor.I mean a console its built to run 3d applications ONLY.i doubt if the ihone has to power to run SHEN MUE 2.
Last edited by Cast128dreams; July 21st, 2008 at 11:17.
It's always nice to have some informed commentary Exophase.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks