PowerVR2

E388058

PowerVR2 is a second-generation PowerVR graphics processor best known for powering Sega's Dreamcast console with advanced 3D rendering capabilities for its time.

All labels observed (3)

Label Occurrences
PowerVR Series2 1
PowerVR2 canonical 1
PowerVR2DC 1

How this entity was disambiguated

Statements (51)

Predicate Object
instanceOf PowerVR architecture family
graphics processing unit
alsoKnownAs CLX2
PowerVR Series2
linked to: PowerVR2

PowerVR2DC
linked to: PowerVR2
apiSupport Direct3D (PC variants)
linked to: Direct3D

PowerVR proprietary APIs
architectureGeneration second-generation PowerVR
brand PowerVR
linked to: Imagination PowerVR
clockSpeed 100 MHz (approximate, Dreamcast variant)
developer NEC
VideoLogic
era late 1990s graphics hardware
feature anti-aliasing via supersampling per tile
deferred texturing pipeline
hardware polygon sorting per tile
on-chip tile buffer
fillRate ~100 million pixels per second (approximate, Dreamcast variant)
manufacturer NEC
memoryInterface connected to 8 MB of video RAM in Dreamcast
memoryType 100 MHz SDRAM (Dreamcast video memory)
notableFor efficient memory bandwidth usage
order-independent transparency handling
powering Sega Dreamcast 3D graphics
tile-based deferred rendering
notableGamePlatform Crazy Taxi on Dreamcast
linked to: Crazy Taxi

Shenmue on Dreamcast
Soulcalibur on Dreamcast
pairedWith Hitachi SH-4 CPU in Dreamcast
linked to: Hitachi SH-4
platform Dreamcast custom graphics subsystem
polygonThroughput 2–3 million polygons per second (approximate real-world, Dreamcast)
predecessor PowerVR Series1
linked to: Imagination PowerVR
primaryMarket arcade systems
game consoles
processTechnology NEC 0.25 µm (approximate, Dreamcast variant)
releaseContext contemporary with fifth-generation and early sixth-generation consoles
renderingTechnique hidden surface removal before texturing
tile-based deferred rendering
successor PowerVR Kyro
PowerVR Series3
linked to: Imagination PowerVR
supports Gouraud shading
alpha blending
bilinear filtering
bump mapping via multi-pass techniques
hardware Z-buffering via deferred rendering
perspective-correct texture mapping
trilinear filtering
usedIn Kyro series predecessors
Sega Dreamcast
linked to: Dreamcast

Sega NAOMI 2 arcade system
linked to: Sega NAOMI

Sega NAOMI arcade system
linked to: Sega NAOMI

How these facts were elicited

Referenced by (3)

Full triples — surface form annotated when it differs from this entity's canonical label.

Dreamcast gpu PowerVR2
PowerVR2 alsoKnownAs PowerVR Series2
linked to: PowerVR2
PowerVR2 alsoKnownAs PowerVR2DC
linked to: PowerVR2