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