thumb|Die shot of the Dreamcast's ASIC The Dreamcast measures and weighs . Its main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC, clocked at 200 MHz with an 8 kB instruction cache and 16 kB data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS. Its 100 MHz NEC PowerVR2 rendering engine, integrated with the ASIC, can draw more than 3 million polygons per second and use deferred shading. Sega estimated the Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance".
thumb|Die shot of the Dreamcast's ASIC The Dreamcast measures and weighs . Its main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC, clocked at 200 MHz with an 8 kB instruction cache and 16 kB data cache and a 128-bit graphics-oriented floating-point unit d.elivering 14 GFLOPS. Its 100 MHz NEC PowerVR2 rendering engine, integrated with the ASIC, can draw more than 3 million polygons per second and use deferred shading. Sega estimated the Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance".