The Megadrive - like much of the older Stuff was based on Arcade Hardware with some of the Resources reduced.trap15 wrote:The PCE's isn't a hack-job (it's actually quite well designed and simple). The MD's isn't exactly gross, but it is strange and peculiar, mostly lending to the fact that it's built off of older technology rather than designed from scratch.
They're actually not too different though; the PCE VDP also stores everything in one memory area (so higher resolution means less space for other things), and it has DMA between the CPU and VDP to help speed it up significantly.
That spec-sheet is about right, but I don't know if I'd say MIPS is particularly relevant when comparing CPUs. Of course running a series of NOPs will be faster on the PCE, because it has less bytes to fetch, and less overhead. But when you have to deal with 16 bit and large amounts of numbers, the PCE CPU starts to show its age.
I'd probably put the PCE CPU's performance slightly under the MD's.
Tried and tested will often be enough. SEGA developed Custom ICs but NEC most likely had more than enough IC Development expertise available at the Time - any one not working on PC Class Hardware was free to work on the Console.
The PCE is indeed elegant and cost effective. However, the Megadrive is not unlike most Home Consoles of its Day: it used fairly standard Components such as RAM, PROMs, Microprocessors and then it had some Custom Logic ICs. The NeoGeo is pretty close in terms of Components to the Megadrive.
Also, note that the Megadrive can handle a Resolution 320x448 for PAL and NTSC but could actually support 320×480 for PAL Mode.
I am not sure what the highest Resolution that the PCE can support though.
Critical Design Factors:
1. DMA between Memory Device(s) and the GPU/VDP
2. Amount of usable VRAM
3. Amount of autonomy that the Graphic Hardware has without provision from the main Processor - the Amiga immediately springs to mind here.
I suppose something wasn't thought about at the Time but would have been very significant:
Fast Decompression of Graphic-Data. Most of these old Consoles use Tile-Based Graphics - harkening back to Arcade Machines. Having to compress and then decompress the Graphic-Data can really start to add up for certain types of Games but I do not know of much support for this task on the PCE and the MD and the SFC/SNES.
You cannot compare the Architectures of the 68000 to the 6520 and its Derivatives. It comes down to Pipelines and Caches and then it comes down to the type of Data and Application the System is being used for. The best way to test the Limits is to assume that every single Vetical-Blank you would have to alter every Tile held in Memory and then update the Tile-Map(s). This would be a better test of the Memory and Graphic Hardware - the Microprocessor/Controller would only have to start the DMA activities and could effectively 'nop' for the rest of its Time until the next V-Blank.
Tbh I thought that the PCE would have a higher number of on-screen Colours available as it tends to look really nice and bright compared to many of the Megadrive Games. Of course you'd have to view all the Colours the PCE could generate and then compare it to all the Colours that the Megadrive could generate to see the spread of Colours.