Back The Jaguar's Technology
64-BIT RISC-Based architecture with multi-processor array.

Data path runs at 106.4Mbyte/sec using 64-bit pathway.

Individual inter-system graphics processor running at 27 MIPs with an internal 4K of zero wait-state SRAM equiped to do full range graphical effects including high-level, very high speed rotations, shading, morphing and has a programmable infrastructure so programmers can be more flexable in what they want to do, they don't have to conform to specific guidelines set by Atari for the graphics they want, they can basically change the way the Jag makes graphics depending on what they want it to do.

Another processor, an Object Processor, basically works with the graphics processor to enhance visual effects, etc. Can handle Sprite animation, pixel-maps, and character maps as well as a full range of other high-performace features.

Another processor, the Digital Signal processor, running at 27 MIPs with the usual 8K SRAM puts out CD Quality audio and full stereo and because it is indivdual it does not interfere with the fast work going on elsewhere in the system.

They have a Blitter that takes on full Logical Operations at high-speed like Z-Buffering and Gouraud shading.

Yet another processor, this time MC68000 class CPU, acting as a general purpose control processor, basically monitors and manages the action processors.

32-bit color system, putting out 16,777,216 colors updating at 850 million pixels per second. System is Full-3D Ready.

ROM Reader/Cartridge and Interface takes 48 megabits of uncompressed data. They can compress really big games and this goes to a max of 400 megabits.

Uses 16 Megabits of "hyper-speed" page-mode DRAM.

An optional double speed CD-ROM Drive.

ComLynx I/O for networking to other multi-console games. Interfacing system on all COMM units allows attachment to modems, digital optical data networks, as well as basically anything else that shows up later. It is very flexable in this area. It willl support analog interfaces too, along with keyboards, lightguns and mice. I doubt disk drives would even be a problem here.

Controller pad is kind of big, uses 3 fire buttons, pause, option, and a 12-key control keyboard with game-specific control/overlay options. So you won't have to use the same buttons for different moves in MKII as you do in MKI Sega/Genesis now.

It also has a high-speed synchronous serial data port, this works in conjuntion with the Cable-TV Networks, interactive games and other digital systems. Eventually if they ever get this data superhighway installed you could probably hook your Jag to it and play MKII with another player in a different state.


Source: Shawn Spotanski