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
PowerVR2
surface form: PowerVR Series2

PowerVR2
surface form: PowerVR2DC
apiSupport Direct3D
surface form: Direct3D (PC variants)

PowerVR proprietary APIs
architectureGeneration second-generation PowerVR
brand Imagination PowerVR
surface form: 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
surface form: Crazy Taxi on Dreamcast

Shenmue on Dreamcast
Soulcalibur on Dreamcast
pairedWith Hitachi SH-4
surface form: Hitachi SH-4 CPU in Dreamcast
platform Dreamcast custom graphics subsystem
polygonThroughput 2–3 million polygons per second (approximate real-world, Dreamcast)
predecessor Imagination PowerVR
surface form: PowerVR Series1
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
Imagination PowerVR
surface form: PowerVR Series3
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
Dreamcast
surface form: Sega Dreamcast

Sega NAOMI
surface form: Sega NAOMI 2 arcade system

Sega NAOMI
surface form: Sega NAOMI arcade system

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 PowerVR2
this entity surface form: PowerVR Series2
PowerVR2 alsoKnownAs PowerVR2
this entity surface form: PowerVR2DC