and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work. Sato and his group chose the Hitachi SH-4 processor architecture and the VideoLogic PowerVR2 graphics processor, manufactured by NEC, in the production of the mainboard. Initially known as Whitebelt, the project was later codenamed Dural, after the metallic female fighter from Sega's Virtua Fighter series. Yamamoto's group opted to use 3dfx Voodoo 2 and Voodoo Banshee graphics processors alongside a Motorola PowerPC 603e central processing unit (CPU), but Sega management later asked them to also use the SH-4 chip. Both processors have been described as "off-the-shelf" components. According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America. Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won". As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which was settled out of court. The choice to use the PowerVR architecture concerned Electronic Arts (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful. According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products), the SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary". By February 1998, Sega had renamed the project Katana, after the Japanese sword, although certain hardware specifications such as random access memory (RAM) were not finalized. Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took a different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent subsystems working in parallel, but the selections of hardware were closer to personal computers than video game consoles, reducing cost. It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with a Pentium II