Megadrive1988
Veteran
I do wonder if Megadrive's system could fit in one chip in 2000 and what the cost to make the thing would be. What kind of compromises would need to be made?
Well I don't know if you are confusing what I was proposing for Saturn in 1996 (a faster single chip version of Real3D/100 called "Real3D/120"), capable of 900,000 fully featured polys/sec with what I was proposing for Dreamcast in 2000, which would be a next-gen "Real3D/500" or something with more than an order of magnitude more power/performance than the combined two Real3D/Pro-1000s used in the MODEL 3 arcade board. Something like 36 million full-featured polys/sec with multiple light sources, bump-mapping (thanks to TriTech/BitBoys) and everything short of true pixel-shaders, something like what ArtX did with Flipper, but more powerful. The SEGA console using this next-gen Real3D chip would also be the base MODEL 4 board, although with scalability, SEGA could use 2, 4 or 8 chips for higher-end versions for even more impressive arcade experiences, like NAOMI 2 only greater, even that the base MODEL 4 board (and console) would be more powerful than NAOMI 2. The next-gen Lockheed Martin Real3D GPU would've been a joint effort between Real3D, PowerVR and TriTech, although Real3D would've been responsible for the vast majority of the design. It could've been manufactured by 3 companies: Lockheed Martin, Intel and NEC, to bring costs down further, and to make sure that supply would not be at all a problem for a worldwide launch in 2000.
The Real3D/100 was a PCI board with alot of chips designed by 1995. It was very expensive for many reasons i.e. very very very VERY low number of boards produced, a multi-chip card, lots of RAM (over 20 MB in some configuration and with RAM being expensive in 1995. By 1996 the situation could've been VASTLY different. All those chips could be combined into a single chip. RAM prices dropped in mid 1996. With massive production, the price could be reduced from thousands of dollars to a few hundred ($200~$300).
Both the PS1 and 3DO M2 had massive intergration, i.e PS1 CPU with the on-chip GTE (geometry transform engine) and the M2's BDA (Bulldog ASIC) containing something like TEN processors on one chip. If 3DO could do that with the M2, then certainly Lockheed Martin could've done that with Real3D/100, making a single chip, speed-bumped version for Sega in 1996.
As far as such a next generation Real3D chip for a SEGA console launching in 2000, I think that could've been done, too. Especially as an effort to combat the combined power of the Emotion Engine and Graphics Synthesizer. The GS which was a 16 pixel pipeline/pixel engine design, even though it had to use 8 of its pixel pipes for texture units. Lockheed Martin Real3D would've been far ahead of Nvidia (and thus the original GeForce GPU) by 1999, had Real3D been competing in the consumer market upto that point.
I know in reality Lockheed Martin Real3D never really tried to compete in the consumer/gamer space, all they had was the i740 chip used in their StarFighter cards and on Intel motherboards. It could only compete with the original Voodoo Graphics at a time when Voodoo2 was coming out. If LM R3D had made the decision in 1994/95 to compete in the consumer/gamer space, they could've beaten everyone, 3Dfx, PowerVR, Nvidia, ATI, etc. Lockheed Martin Real3D's only true competition was Evans & Sutherland with their RealIMAGE family which was a direct competitor to Real3D, but RealIMAGE did not take off in the arcade market like Real3D did. E&S never even attempted to get into the consumer/gamer market. Although E&S did provide the texture-mapping / graphics rendering technology inside NAMCO's System 22 (and 23) family of arcade boards, starting with the original Ridge Racer in 1993.
BTW it was not *exactly* Lockheed Martin Real3D that did the graphics in SEGA's MODEL 2 family of boards. It was Martin Marietta (before the Lockheed merger) with their texture-mapping and database tech. MODEL 2 graphics was a precurser to Real3D/100, and Real3D in general, designed in 1992/93. Not only was MODEL 2 not as powerful as Real3D/100 (300,000 polys/sec vs 750,000 polys/sec) but also not nearly as feature-rich. MODEL 2 even lacked gouraud shading, something even the PS1 had. Likewise, the technology that NAMCO got from Evans & Sutherland for System 22 (starting with Ridge Racer) was called TR³ ( Texture Mapping, Real-Time, Real-Visual, Rendering System) a precurser to E&S RealIMAGE family, much like SEGA's MODEL 2's tech from Martin Marietta was a precurser to Real3D.
Imagine Lockheed Martin Real3D technology mass produced on the scale that Nvidia did, with single-chip designs. It could've been priced lower than 3Dfx's multi-chip boards. Then add even larger/greater scale of production for game consoles compared to PC add-on boards.
Please don't bash me too hard, lol, this is afterall, a "what if" thread about Saturn and Dreamcast. It's that my Saturn and Dreamcast use highly mass-produced Lockheed Martin Real3D GPUs and PowerPC CPUs. The Saturn could've sold at $299 or even $399 in 1996, the Dreamcast could've sold at $299 in 2000. Oh and BTW, there would've NEVER been a Genesis 32X in 1994. Sega would've made the MegaCD/SegaCD more like their 'X Board' (used in AfterBurner II in 1987) or their 'Y Board' (used in Galaxy Force II in 1988) as the basis for the CD-ROM upgrade in 1991/1992, holding out with the MegaDrive / Genesis plus CD-ROM upgrade until the PowerPC + Real3D based Saturn arrived in 1996.
Well, it's a good thing that today (as of the early 2000s actually) ATI / AMD have probably the lions-share of Lockheed Martin Real3D's IP / technology and engineers, although Nvidia has some too.
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