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==Technical specifications== {| class="wikitable" style="float:right; margin:0.5em 0 0.5em 1.4em;" |- | [[File:NEC-PC-FX-Motherboard-L1.jpg|none|150px]] | [[File:NEC-PC-FX-Motherboard-L2.jpg|none|150px]] | [[File:NEC-PC-FX-Daughterboard-Flat.jpg|none|150px]] |- | style="width:100px;"| {{center|<small>PC-FX motherboard</small>}} | style="width:100px;"| {{center|<small>PC-FX motherboard</small>}} | style="width:100px;"| {{center|<small>PC-FX [[daughterboard]]</small>}} |} The PC-FX uses [[CD-ROM]]s as its storage medium, following on from the expansion released for its [[HuCard]] based predecessor. The [[game controller]] is virtually identical to a DUO-RX controller, but the rapid fire switches have been replaced with mode A/B switches. Peripherals include a PC-FX mouse, which is supported by strategy games like ''Farland Story FX'' and ''[[Power DoLLS|Power DoLLS FX]]''. The PC-FX uses the [[HuC6270]] and [[HuC6271]] graphic chips, and is able to decompress 30 [[JPEG]] pictures per second while playing digitally recorded audio, essentially a form of [[Motion JPEG]].<ref name=GPro64/><ref name=EGM66/> This gives the PC-FX superior [[full motion video]] quality over all other fifth generation consoles. The PC-FX's computer-like form factor was unusual for consoles at the time. It stands upright like a tower computer while other contemporary consoles lay flat, and it has three expansion ports. Similar to the [[3DO Interactive Multiplayer|3DO]], it features a built in power supply. The PC-FX includes an HU 62 series 32-bit [[system board]], an LSI chip, and a 32-bit V-810 [[RISC]] CPU. The system can display 16.77 million colors (the same amount as the [[PlayStation (console)|PlayStation]]).<ref name="EGM54"/><ref>{{Cite web |title=NEC PC-FX |url=http://www.videogameconsolelibrary.com/ |access-date=2023-04-26 |website=Video Game Console Library}}</ref> Unusual for a fifth generation console, the PC-FX does not have a polygon graphics processor.<ref>{{cite magazine|date=July 1994|title=Next Wave|url=https://archive.org/details/Electronic_Gaming_Monthly_60/page/n109/mode/2up|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=60|page=110}}</ref><ref name="GPro64"/> NEC's reasoning for this was that polygon processors of the time were relatively low-powered, resulting in figures having a blocky appearance, and that it would be better for games to use [[pre-rendered]] polygon graphics instead.<ref name=EGM66/>
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