Back to the main topic of this thread, I found this page (
https://gamicus.gamepedia.com/Instructions_per_second) which brings a chronological list of processors and how they performed relative to each other. The measures are in MIPS and MFLOPS. MIPS (million instructions per second) is now considered to be an obsolete measure of speed and power. MIPS only measures the CPU speed and does not take into consideration other factors. Still, I suppose this website gives us a hint of the relative power of those older systems which cannot be compared with Geekbench or so. I am not sure if the information is accurate, but it seems not too far from the truth.
There are some interesting things there. The Atari 2600 seems to be more powerful than the Apple II, and about as much as the Sega Master System, released almost a decade later. And the NES seems to be more powerful than the Master System in terms of raw power.
The 16-bit consoles are not many times more powerful as the 8-bit ones, as one could imagine. The Genesis is about 10% faster than the Super NES, and about 10% slower than Capcom CP System (the board used for Final Fight and Street Fighter II). The Neo Geo is 50% faster than the SNES, and therefore not much more powerful than any of the other 16-bit consoles. The TurboGrafix 16, although an 8-bit console, was more powerful than any of them.
The Super FX made the SNES much faster. However, the SVP for the Genesis made it eat dust, and was even faster than the Super FX 2 which was released after it.
The Capcom CP System II (used for later 2D fighting games, such as Street Fighter Alpha and Marvel Super Heroes) was double the speed of the Genesis, but far slower than consoles released that year. The Atari Jaguar is much faster than any of the other consoles that came prior to it, and miles ahead of the 3DO.
The Sega Saturn was about 40x faster than the Genesis, a considerable difference! But it was half the speed of the Sony Playstation, which seems to be even faster than the Nintendo 64. The Sega Dreamcast is almost 5x faster than the Saturn; and the following generation brought much more power. By then, MIPS probably became a very obsolete measure of power.
The table may be flawed, but it is interesting. I put some of the processors which I found more interesting in the table below, for reference.
Console/Computer | Year | CPU | GPU | MIPS |
Apple II | 1977 | MOS 6502 @ 1 MHz | Discrete Circuitry | 0.43 |
Atari 2600 | 1977 | MOS 6502 @ 1.19 MHz | N/A | 0.51 |
IBM PC | 1981 | Intel 8088 @ 4.77 MHz | IBM MDA | 0.71 |
Nintendo Famicom / NES | 1983 | Ricoh 2A03 (MOS 6502) @ 1.8 MHz | Ricoh PPU | 0.78 |
IBM PC/AT | 1984 | Intel 80286 @ 6 MHz | IBM EGA | 1.3 |
Apple Macintosh | 1984 | Motorola 68000 @ 8 MHz | Apple DMA Video Controller | 1.4 |
Sega Master System | 1985 | NEC 780C (Zilog Z80) @ 3.58 MHz | Sega 315-5124 VDP | 0.53 |
NEC PC Engine / TurboGrafx 16 | 1987 | Hudson Soft HuC6280 @ 7.2 MHz | Hudson Soft HuC6260, Hudson Soft HuC6270A | 3.1 |
Sega Mega Drive / Genesis | 1988 | Motorola 68000 @ 7.67 MHz, Zilog Z80 @ 3.58 MHz | Yamaha YM7101 VDP | 2 |
Capcom CP System | 1988 | Motorola 68000 @ 10 MHz, Zilog Z80 @ 3.58 MHz | Capcom CPS-A, Capcom CPS-B | 2.3 |
Nintendo Super Famicom / Super NES | 1990 | Ricoh 5A22 (65C816) @ 3.58 MHz | Ricoh 5C77 (PPU1), Ricoh 5C78 (PPU2) | 1.8 |
SNK Neo Geo | 1990 | Toshiba 68HC000 (Motorola 68000) @ 12 MHz, Zilog Z80 @ 4 MHz | SNK PRO, SNK LSPC2, SNK NEO | 2.7 |
Sega Mega CD / Sega CD | 1991 | Motorola 68000 @ 12.5 MHz (+Sega Genesis) | Sega Custom ASIC (+ Sega Genesis) | 4.2 |
Capcom CP System II | 1993 | Motorola 68000 @ 16 MHz, Zilog Z80 @ 8 MHz | Capcom CPS-A, Capcom CPS-B | 4 |
Super FX (Super NES chip) | 1993 | (+ Super NES) | Super FX GSU-1, Super FX GSU-2 (+Super NES) | 4.8 |
Atari Jaguar | 1993 | Atari Jerry @ 26.6 MHz, Motorola 68000 @ 13.295 MHz | Atari Tom @ 25.591 MHz | 56 |
Panasonic 3DO Interactive Multiplayer | 1993 | ARM60 @ 13 MHz, ARM FPA | Panasonic Custom Math | 11 |
Sega SVP (Sega Genesis chip) | 1994 | (+ Sega Genesis) | Samsung SSP1161 DSP @ 23 MHz (+ Sega Genesis) | 27 |
Sega 32X | 1994 | Hitachi SH-2 @ 24 MHz (+ Sega Genesis) | Hitachi SH-2 @ 24 MHz (+ Sega Genesis) | 50 |
Sega Saturn | 1994 | 2x Hitachi SH-2 @ 29 MHz, Hitachi SH-1 @ 20 MHz, Motorola 68EC000 @ 12 MHz | Sega VDP1 @ 28.7 MHz, Sega VDP2 @ 28.7 MHz | 80 |
Sony Playstation | 1994 | IDT/MIPS R3051 (R3000A) @ 33.8 MHz | Sony Geometry Transformation Engine, Sony MDEC | 176 |
Super FX 2 (Super NES chip) | 1995 | (+ Super NES) | Super FX 2 (+ Super NES) | 23 |
Capcom CP System III | 1996 | Hitachi SH-2 @ 65 MHz | Capcom DL-2729 PPU SD10-505, Toshiba DL-2829 CCU SD07-1514 | 64 |
Nintendo 64 | 1996 | NEC VR4300 (MIPS R4300i) @ 93.75 MHz | SGI RCP (Reality Co-Processor) @ 62.5 MHz | 126 |
Sega Dreamcast | 1998 | Hitachi SH-4 @ 200 MHz, ARM7 @ 45 MHz | Hitachi SH-4 FPU @ 200 MHz, NEC/VideoLogic Power VR2 @ 100 MHz | 391 |
Sony Playstation 2 | 2000 | Sony/Toshiba Emotion Engine @ 300 MHz, MIPS R3000A @ 38 MHz | Sony/Toshiba
Emotion Engine FPU @ 300 MHz,
Sony/Toshiba Graphics Synthesizer @ 147 MHz | 1997 |
Microsoft XBOX | 2001 | Intel Pentium III @ 733 MHz | NVIDIA GeForce 3 XGPU @ 233 MHz | 1203 |
Nintendo Game Cube | 2001 | Nintendo/IBM PowerPC 750CXe (PowerPC G3) "Gekko" @ 486 MHz | Nintendo/ArtX Flipper @ 162 MHz | 1596 |