Difference between revisions of "Sega Model 2"

From Sega Retro

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| arcade_rrp_jp=2,200,000{{fileref|MeanMachinesSega22UK.pdf|page=93}}
 
| arcade_rrp_jp=2,200,000{{fileref|MeanMachinesSega22UK.pdf|page=93}}
 
| arcade_date_us=1994-03
 
| arcade_date_us=1994-03
| arcade_rrp_us=15,000{{ref|http://www.thg.ru/smoke/19991022/print.html}}
+
| arcade_rrp_us=15,000{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}}
 
| arcade_date_eu=1994-03
 
| arcade_date_eu=1994-03
 
| arcade_rrp_uk=16,000{{fileref|MeanMachinesSega22UK.pdf|page=93}}
 
| arcade_rrp_uk=16,000{{fileref|MeanMachinesSega22UK.pdf|page=93}}
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==History==
 
==History==
It was a further advancement of the earlier Model 1 system. The most noticeable improvement was [[wikipedia:Texture mapping|texture mapping]], which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of [[wikipedia:Texture filtering|texture filtering]] and [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]],{{ref|1=[http://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8 IGN PRESENTS THE HISTORY OF SEGA (page 8)]}} as well as [[wikipedia:Trilinear filtering|trilinear filtering]].{{ref|http://www.thg.ru/smoke/19991022/print.html}} It was the most powerful game system in its time, equivalent to the power of a [[wikipedia:PC|PC]] [[wikipedia:Graphics card|graphics card]] in 1998, five years after the Model 2's release.{{ref|http://www.thg.ru/smoke/19991022/print.html}}
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It was a further advancement of the earlier Model 1 system. The most noticeable improvement was [[wikipedia:Texture mapping|texture mapping]], which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of [[wikipedia:Texture filtering|texture filtering]] and [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]],{{ref|1=[http://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8 IGN PRESENTS THE HISTORY OF SEGA (page 8)]}} as well as [[wikipedia:Trilinear filtering|trilinear filtering]].{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}} It was the most powerful game system in its time, equivalent to the power of a [[wikipedia:PC|PC]] [[wikipedia:Graphics card|graphics card]] in 1998, five years after the Model 2's release.{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}}
  
 
The hardware was designed by [[Sega AM2]]'s [[Yu Suzuki]] and engineered by his [[Sega AM2]] team.{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}} The polygon geometry engine was developed in-house at Sega,{{fileref|NextGeneration US 11.pdf|page=16}} using [[Fujitsu]] DSP coprocessors that were modified with Sega's custom microcode for hardware [[wikipedia:T&L|T&L]] capabilities;{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} it would be years before hardware T&L would appear on consumer home systems.
 
The hardware was designed by [[Sega AM2]]'s [[Yu Suzuki]] and engineered by his [[Sega AM2]] team.{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}} The polygon geometry engine was developed in-house at Sega,{{fileref|NextGeneration US 11.pdf|page=16}} using [[Fujitsu]] DSP coprocessors that were modified with Sega's custom microcode for hardware [[wikipedia:T&L|T&L]] capabilities;{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} it would be years before hardware T&L would appear on consumer home systems.
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There were also issues working on the new CPU,{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}} the [[wikipedia:Intel i960|Intel i960-KB]], which had just released in 1993{{fileref|80960KB datasheet.pdf}}. Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle."{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}}
 
There were also issues working on the new CPU,{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}} the [[wikipedia:Intel i960|Intel i960-KB]], which had just released in 1993{{fileref|80960KB datasheet.pdf}}. Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle."{{ref|1=[http://webcache.googleusercontent.com/search?q=cache:5izzoc9Pnj8J:www.1up.com/features/disappearance-suzuki-part-1 The Disappearance of Yu Suzuki: Part 1] ([[wikipedia:1UP.com|1UP]])}}
  
In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the [[Sega Model 1]] internally, they eventually incorporated GE Aerospace's technology into the Model 2.{{ref|http://www.thg.ru/smoke/19991022/print.html}}
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In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the [[Sega Model 1]] internally, they eventually incorporated GE Aerospace's technology into the Model 2.{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}}
  
Despite its high price tag of around $15,000{{ref|http://www.thg.ru/smoke/19991022/print.html}} (equivalent to $24,489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: ''[[Daytona USA]]'', ''[[Virtua Fighter 2]]'', ''[[Cyber Troopers Virtual-On]]'', ''[[The House of the Dead]]'', and ''[[Dead or Alive]]'', to name a few. Sega sold 65,000 units of the Model 2 annually,{{ref|http://www.thg.ru/smoke/19991022/print.html}} and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units{{ref|http://archive.today/XN3rz}}{{ref|http://tinyurl.com/nyb7y3s}} at $15,000 each),{{ref|http://www.thg.ru/smoke/19991022/print.html}}{{ref|[http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene Early concept of Daytona USA at Summer CES 1993]}} equivalent to over $3.18 billion in 2014, making it one of the [[wikia:w:c:gaming:Arcade game#Best-selling arcade video game franchises|best-selling arcade systems]] of all time.
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Despite its high price tag of around $15,000 (equivalent to $25,000 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: ''[[Daytona USA]]'', ''[[Virtua Fighter 2]]'', ''[[Cyber Troopers Virtual-On]]'', ''[[The House of the Dead]]'', and ''[[Dead or Alive]]'', to name a few. Sega sold 65,000 units of the Model 2 annually,{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}} and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units{{ref|[http://archive.today/XN3rz Sega Enterprises] ([[Lockheed Martin|Real3D]])}} at $15,000 each),{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}}{{ref|[http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene Early concept of Daytona USA at Summer CES 1993]}} equivalent to over $3.18 billion in 2014, making it one of the [[wikia:w:c:gaming:Arcade game#Best-selling arcade video game franchises|best-selling arcade systems]] of all time.
  
 
According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for ''[[Fighting Vipers]]'' "has a slightly faster processing speed" and "a higher response to displaying more polygons".{{fileref|SSM_UK_02.pdf|page=21}}
 
According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for ''[[Fighting Vipers]]'' "has a slightly faster processing speed" and "a higher response to displaying more polygons".{{fileref|SSM_UK_02.pdf|page=21}}
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===Model 2 Specifications===
 
===Model 2 Specifications===
 
{{multicol|
 
{{multicol|
*Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
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*Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}}
** Revisions: CPU Board 837-10071 (50 MHz), Video Board 837-10072 (50 MHz), Communication Board 837-10537, ROM Board 834-10798, Sound Board 837-8679 (20 MHz), Drive Board 838-10646{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
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** Revisions: CPU Board 837-10071 (50 MHz), Video Board 837-10072 (50 MHz), Communication Board 837-10537, ROM Board 834-10798, Sound Board 837-8679 (20 MHz), Drive Board 838-10646{{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
 
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: 32‑bit [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]]{{fileref|I960 datasheet.pdf}}
 
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: 32‑bit [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]]{{fileref|I960 datasheet.pdf}}
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** Bus width: [[wikipedia:32-bit|32‑bit]]
 
** Bus width: [[wikipedia:32-bit|32‑bit]]
 
*Additional CPU: 2× [[Zilog]] [[Z80]] (8/16‑bit instructions @ 1.74 MIPS)
 
*Additional CPU: 2× [[Zilog]] [[Z80]] (8/16‑bit instructions @ 1.74 MIPS)
**Communication Board: 8 MHz{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf}} (1.16 MIPS)
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**Communication Board: 8 MHz{{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}{{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf}} (1.16 MIPS)
**Feedback Driver: 4 MHz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} (0.58 MIPS)
+
**Feedback Driver: 4 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}} (0.58 MIPS)
 
}}
 
}}
  
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====Graphics====
 
====Graphics====
Graphical specifications of the Sega Model 2:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
+
Graphical specifications of the Sega Model 2:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}}{{fileref|NextGeneration US 11.pdf|page=16}}
 
{{multicol|
 
{{multicol|
 
* GPU:
 
* GPU:
 
** 6× [[Fujitsu]] TGP MB86234
 
** 6× [[Fujitsu]] TGP MB86234
 
** Sega Video Board 837-10072
 
** Sega Video Board 837-10072
* GPU [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz{{ref|[http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/m2status/index.html Sega Model 2 ROM Dump]}}{{fileref|MB86232 datasheet.pdf}}{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
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* GPU [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz{{ref|[http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/m2status/index.html Sega Model 2 ROM Dump]}}{{fileref|MB86232 datasheet.pdf}}{{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}
 
** Revisions: 315‑5673, 315‑5677, 2× 315‑5678, 2× 315‑5679 (later updated with 2× 315‑5679B in 1994)
 
** Revisions: 315‑5673, 315‑5677, 2× 315‑5678, 2× 315‑5679 (later updated with 2× 315‑5679B in 1994)
 
** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]]{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}}
 
** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]]{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}}
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** Bus width: 192‑bit (32‑bit each)
 
** Bus width: 192‑bit (32‑bit each)
 
** Notes: Located on CPU Board. DSP are modified by Sega with custom microcode for coprocessor and T&L capabilities.{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}}
 
** Notes: Located on CPU Board. DSP are modified by Sega with custom microcode for coprocessor and T&L capabilities.{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}}
* GPU graphics card: [[Sega]] Video Board 837-10072 @ 50 MHz{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|[http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG Sega Model 2 Video Board]}}
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* GPU graphics card: [[Sega]] Video Board 837-10072 @ 50 MHz{{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}{{ref|[http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG Sega Model 2 Video Board]}}
 
** Sega [[wikipedia:Z-buffering|Z-sorting]] & [[wikipedia:Clipping (computer graphics)|clipping]] chipset: 315‑5644 (32 MHz), 315‑5645 (32 MHz), 315‑5712 (40 MHz), 2× 315‑5725 (50 MHz)
 
** Sega [[wikipedia:Z-buffering|Z-sorting]] & [[wikipedia:Clipping (computer graphics)|clipping]] chipset: 315‑5644 (32 MHz), 315‑5645 (32 MHz), 315‑5712 (40 MHz), 2× 315‑5725 (50 MHz)
 
** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315‑5646 (50 MHz), 315‑5647 (50 MHz)
 
** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315‑5646 (50 MHz), 315‑5647 (50 MHz)
 
** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]]: 315‑5292 tilemap generator (32 MHz){{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}
 
** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]]: 315‑5292 tilemap generator (32 MHz){{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}
 
* Display: Up to 50-inch display{{fileref|EGM US 059.pdf|page=68}}
 
* Display: Up to 50-inch display{{fileref|EGM US 059.pdf|page=68}}
* Display [[resolution]]: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), [https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp double-buffering]
+
* Display [[resolution]]: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), double-buffering{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
 
** Overscan resolution: 656×496
 
** Overscan resolution: 656×496
 
** [[Pixel]] clock rate: 19.523 MHz
 
** [[Pixel]] clock rate: 19.523 MHz
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 57.52416 Hz, 30 Hz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 57.52416 Hz, 30 Hz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
 
** [[wikipedia:Frame rate|Frame rate]]: 60 FPS,{{fileref|VirtuaFighter2 Model2 Flyer.pdf|page=2}} 57.52416 FPS, 30 FPS
 
** [[wikipedia:Frame rate|Frame rate]]: 60 FPS,{{fileref|VirtuaFighter2 Model2 Flyer.pdf|page=2}} 57.52416 FPS, 30 FPS
* [[Palette|Color depth]]: 65,536 (16‑bit), 16,777,216 (24‑bit){{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}}
+
* [[Palette|Color depth]]: 65,536 (16‑bit), 16,777,216 (24‑bit){{ref|[http://www.gamezero.com/team-0/whats_new/past/news9504.html Saturn maybe not so stellar (''Game Zero Magazine'')]}}
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|LOD]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}} [[wikipedia:Trilinear filtering|trilinear filtering]]{{ref|http://www.thg.ru/smoke/19991022/print.html}}
+
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|LOD]],{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}} [[wikipedia:Trilinear filtering|trilinear filtering]]{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}}
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
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* Texture mapping performance: 50 MTexels/s, lighting
 
* Texture mapping performance: 50 MTexels/s, lighting
 
** 660,000 polygons/sec: 75-texel polygons
 
** 660,000 polygons/sec: 75-texel polygons
** 500,000 polygons/sec:{{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}} 100-texel polygons
+
** 500,000 polygons/sec:{{ref|[http://www.gamezero.com/team-0/whats_new/past/news9504.html Saturn maybe not so stellar (''Game Zero Magazine'')]}} 100-texel polygons
** 300,000 polygons/sec: All hardware effects,{{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}} trilinear filtering,{{ref|http://www.thg.ru/smoke/19991022/print.html}} 160-texel polygons
+
** 300,000 polygons/sec: All hardware effects,{{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}} trilinear filtering,{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke: One up, two down (October 22, 1999)]}} 160-texel polygons
 
** 230,000 polygons/sec: [[wikipedia:Gouraud shading|Gouraud shading]] (software), 32-texel polygons{{ref|307 operations (268 FLOPS geometry, 39 raster operations) per polygon, 319 cycles per 4-scanline polygon (3 operations/scanline per polygon),{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{fileref|32XUSHardwareManual.pdf|page=76}} 415 cycles per 32-pixel polygon (3 cycles per pixel)|group=n}}
 
** 230,000 polygons/sec: [[wikipedia:Gouraud shading|Gouraud shading]] (software), 32-texel polygons{{ref|307 operations (268 FLOPS geometry, 39 raster operations) per polygon, 319 cycles per 4-scanline polygon (3 operations/scanline per polygon),{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{fileref|32XUSHardwareManual.pdf|page=76}} 415 cycles per 32-pixel polygon (3 cycles per pixel)|group=n}}
 
* Hardware support: Motion capture
 
* Hardware support: Motion capture
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{{multicol|
 
{{multicol|
 
* Memory: Up to 62 [[Byte|MB]] (10,881 KB main, 35,460 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* Memory: Up to 62 [[Byte|MB]] (10,881 KB main, 35,460 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
* System [[RAM]]: 9776 KB (9.546875 MB){{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* System [[RAM]]: 9776 KB (9.546875 MB){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
 
** Main RAM: 1152 KB (1.125 MB)
 
** Main RAM: 1152 KB (1.125 MB)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
Line 137: Line 137:
 
*** i960: 100 MB/s (32‑bit, 25 MHz)
 
*** i960: 100 MB/s (32‑bit, 25 MHz)
 
*** Z80: 12 MB/s (2× 8‑bit, 8/4 MHz)
 
*** Z80: 12 MB/s (2× 8‑bit, 8/4 MHz)
** VRAM bandwidth: 883.34066 MB/s{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|[http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG Sega Model 2 Video Board]}}
+
** VRAM bandwidth: 883.34066 MB/s{{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}{{ref|[http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG Sega Model 2 Video Board]}}
 
*** TGP: 384 MB/s (6× 32‑bit, 16 MHz){{fileref|TC5588P datasheet.pdf}}
 
*** TGP: 384 MB/s (6× 32‑bit, 16 MHz){{fileref|TC5588P datasheet.pdf}}
 
*** Video Board: 499.34066 MB/s
 
*** Video Board: 499.34066 MB/s
Line 148: Line 148:
 
** CPU cache: 100 MB/s (32‑bit, 25 MHz)
 
** CPU cache: 100 MB/s (32‑bit, 25 MHz)
 
** TGP internal RAM cache: 384 MB/s (6× 32‑bit, 16 MHz)
 
** TGP internal RAM cache: 384 MB/s (6× 32‑bit, 16 MHz)
* Game ROM bandwidth: 933–1000 MB/s (5× 32‑bit){{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
+
* Game ROM bandwidth: 933–1000 MB/s (5× 32‑bit){{ref|[http://www.tvspels-nostalgi.com/pcb_sega.htm Sega PCB]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}}
 
** EPROM: 133–200 MB/s (32‑bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]){{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
 
** EPROM: 133–200 MB/s (32‑bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]){{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
 
** MROM: 800 MB/s (4× 32‑bit, 50 MHz)
 
** MROM: 800 MB/s (4× 32‑bit, 50 MHz)
Line 176: Line 176:
  
 
===Model 2B-CRX===
 
===Model 2B-CRX===
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased [[VRAM]]:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased [[VRAM]]:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
  
 
{{multicol|
 
{{multicol|
Line 198: Line 198:
 
** 350,000 polygons/sec: Gouraud shading (software), 32-texel polygons{{ref|455 cycles per 32-pixel polygon|group=n}}
 
** 350,000 polygons/sec: Gouraud shading (software), 32-texel polygons{{ref|455 cycles per 32-pixel polygon|group=n}}
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
** System [[RAM]]: 18,388 KB (17.957031 MB){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
+
** System [[RAM]]: 18,388 KB (17.957031 MB){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}}
 
*** Main RAM: 1152 KB (1.125 MB)
 
*** Main RAM: 1152 KB (1.125 MB)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
Line 219: Line 219:
  
 
{{multicol|
 
{{multicol|
* GPU coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* GPU coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
 
** Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
 
** Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
 
** Floating-point units: 32/40‑bit operations @ 160 MFLOPS (80 MFLOPS each)
 
** Floating-point units: 32/40‑bit operations @ 160 MFLOPS (80 MFLOPS each)

Revision as of 20:28, 20 November 2016

Model2 cpu.jpg
Sega Model 2
Manufacturer: Sega
Variants: Model 2A-CRX, Model 2B-CRX, Model 2C-CRX
Add-ons: DSB1/DSB2 (Model 2C-CRX)
Release Date RRP Code

The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.

The Model 2's development was led by famed Sega AM2 game designer Yu Suzuki. Sega engineered the Model 2 with help from Fujitsu and GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin). Sega developed the polygon geometry engine in-house, using Fujitsu coprocessors, combined with GE Aerospace's expensive texture-mapping technology,[1] which Suzuki's team condensed into a more affordable chipset. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993.[2]

There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded in 1996 by the Sega Model 3, which in turn was succeeded by the Sega NAOMI, Sega Hikaru and Sega NAOMI 2.

History

It was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[3] as well as trilinear filtering.[4] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release.[4]

The hardware was designed by Sega AM2's Yu Suzuki and engineered by his Sega AM2 team.[5] The polygon geometry engine was developed in-house at Sega,[1] using Fujitsu DSP coprocessors that were modified with Sega's custom microcode for hardware T&L capabilities;[6] it would be years before hardware T&L would appear on consumer home systems.

Suzuki stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" ($84 in 2014) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."[5] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry.[7]

There were also issues working on the new CPU,[5] the Intel i960-KB, which had just released in 1993[8]. Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle."[5]

In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2.[4]

Despite its high price tag of around $15,000 (equivalent to $25,000 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[4] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[9] at $15,000 each),[4][10] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.

According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[11]

Technical Specifications

Model 2 Specifications

Sound

Graphics

Graphical specifications of the Sega Model 2:[17][12][1]

Memory

  • Memory: Up to 62 MB (10,881 KB main, 35,460 KB video, 16,960 KB audio, 18 KB other)
  • System RAM: 9776 KB (9.546875 MB)[17]
  • Internal processor cache: 36.75 KB
    • CPU cache: 768 bytes[14]
    • TGP internal RAM cache: 36 KB (6 KB per TGP)[19]
  • Game ROM: Up to 54.25 MB

Bandwidth

  • System RAM bandwidth: 974 MB/s
    • Main RAM bandwidth: 112 MB/s
      • i960: 100 MB/s (32‑bit, 25 MHz)
      • Z80: 12 MB/s (2× 8‑bit, 8/4 MHz)
    • VRAM bandwidth: 883.34066 MB/s[13][21]
      • TGP: 384 MB/s (6× 32‑bit, 16 MHz)[31]
      • Video Board: 499.34066 MB/s
        • 315‑5292 & 315‑5644: 30.769232 MB/s (2× 16‑bit, 7.692308 MHz)[32]
        • 315‑5645: 28.571428 MB/s (16‑bit, 14.285714 MHz)[33]
        • 315‑5646 & 315‑5647: 400 MB/s (2× 32‑bit, 50 MHz)
        • 315‑5712: 40 MB/s (8‑bit, 40 MHz)[34]
    • Audio RAM bandwidth: 20 MB/s (16‑bit, 10 MHz)
  • Internal processor cache bandwidth: 484 MB/s
    • CPU cache: 100 MB/s (32‑bit, 25 MHz)
    • TGP internal RAM cache: 384 MB/s (6× 32‑bit, 16 MHz)
  • Game ROM bandwidth: 933–1000 MB/s (5× 32‑bit)[13][12]
    • EPROM: 133–200 MB/s (32‑bit, 33–50 MHz, 20–30 ns)[35][36]
    • MROM: 800 MB/s (4× 32‑bit, 50 MHz)

Model 2A-CRX

Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity:

  • Sound CPU: Motorola 68000 @ 12 MHz (16/32‑bit instructions @ 2.1 MIPS)
  • Sound chip: Yamaha SCSP
    • PCM channels: 56
    • PCM sample ROM: Up to 16 MB
    • PCM quality: 16‑bit depth, 44.1 kHz sampling rate (CD quality)
    • SCSP features: 128-step DSP, 32 PCM/FM/MIDI/LFO channels
  • Memory: Up to 142 MB (35,969 KB main, 90,244 KB video, 16,960 KB audio, 2064 KB other)
    • System RAM: 9776 KB (9.546875 MB)
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 5984 KB (5.84375 MB)
      • Audio RAM: 576 KB
      • Other RAM: 2064 KB (2.015625 MB)
    • Internal processor cache: 36.75 KB
      • CPU cache: 768 bytes
      • TGP internal RAM cache: 36 KB
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[37] 16 MB audio)

Model 2B-CRX

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:[17]

  • GPU Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz[38]
    • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
    • Floating-point units: 32/40‑bit operations, 240 MFLOPS peak (120 MFLOPS each), 160 MFLOPS sustained
    • Fixed-point arithmetic: 32‑bit instructions @ 80 MIPS (40 MIPS each)
    • Data bus width: 96‑bit (48‑bit each)
    • DMA controllers: 20 DMA channels (10 channels each), 480 MB/s transfer rate (240 MB/s each)
  • Fillrate:
    • Rendering: 120 MPixels/s (2 MPixels per frame)
    • Texturing: 120 MTexels/s
  • Floating-point geometry: 160 MFLOPS
    • Vertex transformations: 4.7 million vertices/sec[n 18]
    • Polygon transformations: 1.6 million triangles/sec,[n 19] 1.2 million quads/sec[n 20]
    • Flat lighting: 1.2 million triangles/sec,[n 21] 900,000 quads/sec[n 22]
    • Gouraud lighting: 790,000 triangles/sec,[n 23] 590,000 quads/sec[n 24]
  • Texture mapping performance: 120 MTexels/s, lighting
    • 800,000 polygons/sec: 150-texel polygons
    • 600,000 polygons/sec: 200-texel polygons
    • 350,000 polygons/sec: Gouraud shading (software), 32-texel polygons[n 25]
  • Memory: Up to 150.21 MB (35.125 MB main, 99,332 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 18,388 KB (17.957031 MB)[12]
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 14,596 KB (1.5 MB framebuffer VRAM, 8228 KB coprocessor buffer SRAM/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
      • Audio RAM: 576 KB
      • Other RAM: 2064 KB (2.015625 MB)
    • Internal processor cache: 512.75 KB
      • CPU cache: 768 bytes
      • DSP internal RAM cache: 512 KB SRAM (256 KB per DSP)[38]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
  • System RAM bandwidth: 1.111 GB/s
    • Main RAM bandwidth: 112 MB/s
    • VRAM bandwidth: 979.34066 MB/s
      • SHARC: 480 MB/s (2x 240 MB/s)[39]
      • Video Board: 499.34066 MB/s
    • Audio RAM bandwidth: 20 MB/s

Model 2C-CRX

Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards:

  • GPU coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz[17][40]
    • Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
    • Floating-point units: 32/40‑bit operations @ 160 MFLOPS (80 MFLOPS each)
    • Fixed-point arithmetic: 32/64‑bit instructions @ 240 MIPS (120 MIPS each)
    • Bus width: 192‑bit (96‑bit each; 64‑bit SDRAM, 32‑bit SRAM)
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering[41]
  • Fillrate:[40]
    • Polygon rendering: 190 MPixels/s (95 MPixels/s per GPU)
    • Texture mapping: 190 MTexels/s (95 MTexels/s per GPU)
  • Texture mapping performance:[40]
    • 800,000 polygons/sec: Lighting, textures, flat shading[n 26]
    • 600,000 polygons/sec: Lighting, textures, flat shading, Z-sorting[n 27]
    • 490,000 polygons/sec: Lighting, textures, Gouraud shading[n 28]
    • 360,000 polygons/sec: Lighting, textures, Gouraud shading, Z-sorting[n 29]
  • Optional MPEG sound board: DSB1
    • Sound CPU: Zilog Z80 (8/16‑bit instructions)
    • Sound chip: NEC µD65654GF102
  • Optional MPEG sound board: DSB2
    • Sound CPU: Motorola 68000 (16/32‑bit instructions)
    • Sound chip: NEC µD65654GF102

List of Games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Gallery

Notes

  1. [5 instructions per cycle[20] 5 instructions per cycle[20]]
  2. [MOPS (million operations per second) MOPS (million operations per second)]
  3. [2 operations (add and multiply) per cycle[20] 2 operations (add and multiply) per cycle[20]]
  4. [1 operation per cycle (2 cycles per add and multiply, 2 cycles per divide)[20] 1 operation per cycle (2 cycles per add and multiply, 2 cycles per divide)[20]]
  5. [20 cycles (18 multiplies,[26] 1 divide)[27] per vertex 20 cycles (18 multiplies,[26] 1 divide)[27] per vertex]
  6. [3 vertices per triangle 3 vertices per triangle]
  7. [81 cycles (75 multiplies,[26] 3 divides) per triangle 81 cycles (75 multiplies,[26] 3 divides) per triangle]
  8. [123 cycles (117 multiplies,[26] 3 divides) per triangle 123 cycles (117 multiplies,[26] 3 divides) per triangle]
  9. [i960: 13.6 MFLOPS
    TGP: 96 MFLOPS (6x 16 MFLOPS) i960: 13.6 MFLOPS
    TGP: 96 MFLOPS (6x 16 MFLOPS)]
  10. [34 FLOPS (32 adds/multiplies,[26] 1 divide)[27] per vertex 34 FLOPS (32 adds/multiplies,[26] 1 divide)[27] per vertex]
  11. [99 FLOPS (96 adds/multiplies,[26] 3 divides)[27] per triangle 99 FLOPS (96 adds/multiplies,[26] 3 divides)[27] per triangle]
  12. [132 FLOPS (128 adds/multiplies, 4 divides) per quad 132 FLOPS (128 adds/multiplies, 4 divides) per quad]
  13. [131 FLOPS (128 adds/multiplies,[26] 3 divides) per triangle 131 FLOPS (128 adds/multiplies,[26] 3 divides) per triangle]
  14. [164 FLOPS (160 adds/multiplies,[26] 4 divides) per quad 164 FLOPS (160 adds/multiplies,[26] 4 divides) per quad]
  15. [201 FLOPS per triangle[26] 201 FLOPS per triangle[26]]
  16. [268 FLOPS per quad[26] 268 FLOPS per quad[26]]
  17. [307 operations (268 FLOPS geometry, 39 raster operations) per polygon, 319 cycles per 4-scanline polygon (3 operations/scanline per polygon),[29][30] 415 cycles per 32-pixel polygon (3 cycles per pixel) 307 operations (268 FLOPS geometry, 39 raster operations) per polygon, 319 cycles per 4-scanline polygon (3 operations/scanline per polygon),[29][30] 415 cycles per 32-pixel polygon (3 cycles per pixel)]
  18. [34 FLOPS per vertex 34 FLOPS per vertex]
  19. [99 FLOPS per triangle 99 FLOPS per triangle]
  20. [132 FLOPS per quad 132 FLOPS per quad]
  21. [131 FLOPS per triangle 131 FLOPS per triangle]
  22. [164 FLOPS per quad 164 FLOPS per quad]
  23. [201 FLOPS per triangle 201 FLOPS per triangle]
  24. [268 FLOPS per quad 268 FLOPS per quad]
  25. [455 cycles per 32-pixel polygon 455 cycles per 32-pixel polygon]
  26. [200 FLOPS per polygon, 266 IPS per polygon 200 FLOPS per polygon, 266 IPS per polygon]
  27. [272 FLOPS per polygon 272 FLOPS per polygon]
  28. [326 FLOPS per polygon 326 FLOPS per polygon]
  29. [438 FLOPS per polygon 438 FLOPS per polygon]

References

  1. 1.0 1.1 1.2 File:NextGeneration US 11.pdf, page 16
  2. File:EGM US 051.pdf, page 222
  3. IGN PRESENTS THE HISTORY OF SEGA (page 8)
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Second Hand Smoke: One up, two down (October 22, 1999)
  5. 5.0 5.1 5.2 5.3 The Disappearance of Yu Suzuki: Part 1 (1UP)
  6. 6.0 6.1 6.2 TGP (MAME)
  7. Yu Suzuki recalls using military tech to make Virtua Fighter 2
  8. 8.0 8.1 File:80960KB datasheet.pdf
  9. Sega Enterprises (Real3D)
  10. Early concept of Daytona USA at Summer CES 1993
  11. File:SSM_UK_02.pdf, page 21
  12. 12.0 12.1 12.2 12.3 12.4 Sega Model 2 (MAME)
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Sega PCB
  14. 14.0 14.1 File:I960 datasheet.pdf
  15. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  16. File:ST-077-R2-052594.pdf
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)
  18. Sega Model 2 ROM Dump
  19. 19.0 19.1 File:MB86232 datasheet.pdf
  20. 20.0 20.1 20.2 File:MB86232 datasheet.pdf, page 32
  21. 21.0 21.1 Sega Model 2 Video Board
  22. Sega 16‑Bit Common Hardware, MAME
  23. File:EGM US 059.pdf, page 68
  24. File:VirtuaFighter2 Model2 Flyer.pdf, page 2
  25. 25.0 25.1 Saturn maybe not so stellar (Game Zero Magazine)
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Design of Digital Systems and Devices (pages 95-97)
  27. 27.0 27.1 27.2 3D Polygon Rendering Pipeline (page 50)
  28. File:DaytonaUSA Model2 Flyer.pdf, page 2
  29. Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
  30. File:32XUSHardwareManual.pdf, page 76
  31. File:TC5588P datasheet.pdf
  32. File:TC518128CPL datasheet.pdf
  33. File:MB84256A datasheet.pdf
  34. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  35. File:AM27C1024 datasheet.pdf
  36. File:MX27C1024 datasheet.pdf
  37. http://mamedb.com/game/dynamcop
  38. 38.0 38.1 File:ADSP-2106 datasheet.pdf
  39. File:ADSP-2106 datasheet.pdf, page 4
  40. 40.0 40.1 40.2 File:3DGraphicsProcessorChipSet.pdf
  41. File:3D-CG System with Video Texturing.pdf


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