
Processor
- SH-4 RISC CPU with 32-bit Instruction Set and 128-bit FPU functions (operating frequency: 200 MHz, 360 MIPS, 1.4 GFLOPS)
Graphics Engine
- PowerVR2 – CLX2, 7.0 Mil polygons/second peak performance, supports Trilinear filtering. Actual maximum in game performance (with full textures, lighting, gameplay, etc.) of over 5 Mil polygons/second.
- Tile Based Deferred Rendering eliminates overdraw by only drawing visible fragments. This makes required fillrate almost independent from scene depth complexity, thus making up for a low, compared to other 6th generation consoles, nominal fillrate of 100 MPixels/s as effective fillrate can be triple that amount.
- Graphics hardware effects include gouraud shading, z-buffering, anti-aliasing and bump mapping.
Memory
- Main RAM: 16 MiB 64 Bit 100 MHz
- Video RAM: 8 MiB 4×16 Bit 100 MHz
- Sound RAM: 2 MiB 16 Bit 66 MHz
- VQ Texture Compression (5:1 texture compression)
Sound Engine
- Yamaha AICA Sound Processor: 22.5 MHz 32-Bit ARM7 RISC CPU: 45 MHz, 64 channel PCM/ADPCM sampler (4:1 compression), XG MIDI support, 128 step DSP
Storage
- Yamaha GD-ROM Drive: 12x maximum speed (Constant Angular Velocity)
- GD-ROM: Holds up to 1.2 GB
- Visual Memory Unit (“VMU”) 1 Mbit (128 KiB) removable storage device and 4x memory cards that hold four times as much data.
Input/Output
- Inputs: USB-like “Maple Bus”. Four ports support devices such as digital and analog controllers, steering wheels, joysticks, keyboards and mice, and more.
- Color Output: Approx. 16.78 million colors (24 bit)
- Video resolution: 640×480 interlaced or progressive scan
Networking
- 56k Dreamcast modem
- Broadband: HIT-400: “Broadband Adapter”(Realtek 8139 -10/100Mbit) or HIT-300: “Lan Adapter”(Fujitsu MB86967 – 10Mbit)

