Difference between revisions of "Sega Model 2"

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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}}
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| 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}}
| arcade_date_world=1994
 
 
}}
 
}}
 
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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]]''.
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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'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,{{fileref|NextGeneration US 11.pdf|page=16}} 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 [[Amusement Machine Show 1993|JAMMA arcade show]] in August 1993.{{fileref|EGM US 051.pdf|page=222}}
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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]]''.
  
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]].
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==Hardware==
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The Model 2 was designed as the direct successor to the Model 1, and like its predecessor was released as a set of printed circuit boards to arcade operators, or packaged in bespoke cabinets created by Sega.
  
==History==
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The most noticeable improvement of the Model 2 over the Model 1 is [[wikipedia:Texture mapping|texture mapping]], which enables polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that the previous board 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)]}}
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}}
 
  
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 are in fact four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. The Model 2 and 2A-CRX use a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX use well documented DSPs and upload the geometrizer code at startup to the DSP.  
  
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 [[wikipedia:United States dollar|$]]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 [[wikipedia:Japanese yen|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."{{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]])}} 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.{{ref|[http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php Yu Suzuki recalls using military tech to make Virtua Fighter 2]}}
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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}}
  
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]])}}
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==Technical specifications==
 
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===Model 2===
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}}
 
 
 
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.
 
 
 
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}}
 
 
 
==Technical 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)
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**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}}
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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
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** [[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)]}}
** [[wikipedia:Floating point unit|Floating-point units]]: 32‑bit operations @ 96 MFLOPS (16 MFLOPS each)
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** Instruction set: 32‑bit instructions, 480 [[wikipedia:Million instructions per second|MIPS]] (80 MIPS each){{ref|5 instructions per cycle{{fileref|MB86232 datasheet.pdf|page=32}}|group=n}}
** Fixed-point arithmetic: 32‑bit instructions @ 96 MIPS (16 MIPS each)
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** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: 192 MIPS (32 MIPS each){{ref|[[wikipedia:Multiply–accumulate operation|MAC (multiply–accumulate) operation]] (multiply and add) per cycle{{fileref|MB86232 datasheet.pdf|page=32}}|group=n}}
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** [[wikipedia:Floating point unit|Floating-point units]]: 96 MFLOPS (16 MFLOPS each){{ref|1 operation per cycle (2 cycles per MAC operation){{fileref|MB86232 datasheet.pdf|page=32}}|group=n}}
 
** 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)
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** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] processors: 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]
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* 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}}
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* [[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}}
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* [[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}}
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* 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:Specular highlight|specular lighting]], [[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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** Rendering: 82 [[Pixel|MPixels/s]] (50 MPixels/s polygons, 32 MPixels/s tilemaps)
 
** Rendering: 82 [[Pixel|MPixels/s]] (50 MPixels/s polygons, 32 MPixels/s tilemaps)
 
** Texturing: 82 [[Texel|MTexels/s]] (50 MTexels/s polygons, 32 MTexels/s tilemaps)
 
** Texturing: 82 [[Texel|MTexels/s]] (50 MTexels/s polygons, 32 MTexels/s tilemaps)
* Geometry calculations: 109.6 MFLOPS{{ref|i960: 13.6 MFLOPS <br> TGP: 96 MFLOPS (6x 16 MFLOPS)|group=n}}
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* Geometry calculations: 96 MFLOPS
** Vertex transformations: 3.2 million vertices/sec{{ref|34 FLOPS (32 adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 1 divide){{ref|1=[http://www.cs.virginia.edu/~gfx/Courses/2012/IntroGraphics/lectures/13-Pipeline.pdf#page=50 3D Polygon Rendering Pipeline (page 50)]}} per vertex|group=n}}
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** Geometry transformations: 5.3 million vertices/sec,{{ref|18 cycles (9 MAC operations) per vertex{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}|group=n}} 1.7 million polygons/sec{{ref|3 vertices per triangle polygon|group=n}}
** Polygon transformations: 1.1 million triangles/sec,{{ref|99 FLOPS (96 adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 3 divides){{ref|1=[http://www.cs.virginia.edu/~gfx/Courses/2012/IntroGraphics/lectures/13-Pipeline.pdf#page=50 3D Polygon Rendering Pipeline (page 50)]}} per triangle|group=n}} 850,000 quads/sec{{ref|132 FLOPS (128 adds/multiplies, 4 divides) per quad|group=n}}
+
** [[wikipedia:Transform and lighting|Lighting calculations]]: 1 million polygons/sec ([[wikipedia:Flat shading|flat]]),{{ref|92 cycles (46 multiplies) per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}|group=n}} 900,000 polygons/sec ([[wikipedia:Specular highlight|specular]]),{{ref|102 cycles (51 multiplies) per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}|group=n}} 700,000 polygons/sec ([[wikipedia:Gouraud shading|Gouraud]]){{ref|124 cycles (62 multiplies) per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}}|group=n}}
** Lighting calculations: 830,000 triangles/sec,{{ref|131 FLOPS (128 adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 3 divides) per triangle|group=n}} 660,000 quads/sec{{ref|164 FLOPS (160 adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 4 divides) per quad|group=n}}
+
* Rendering performance: 50 MPixels/s, 900,000 vectors/sec
* Polygon rendering performance: 50 MPixels/s, 50 MTexels/s
+
* Texture mapping performance: 50 MTexels/s, lighting
** 900,000 vectors/sec
+
** 800,000 polygons/sec: Specular, 60-texel polygons
** 660,000 polygons/sec: Lighting, textures, 75-texel textures
+
** 500,000 polygons/sec:{{ref|[http://www.gamezero.com/team-0/whats_new/past/news9504.html Saturn maybe not so stellar (''Game Zero Magazine'')]}} Specular, 100-texel polygons
** 500,000 polygons/sec: Lighting, textures,{{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}} 100-texel textures
+
** 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)]}} specular, 160-texel polygons
** 300,000 polygons/sec: Lighting, textures, all effects,{{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}} trilinear filtering,{{ref|http://www.thg.ru/smoke/19991022/print.html}} 166-texel textures
+
** 300,000 polygons/sec: [[wikipedia:Gouraud shading|Gouraud shading]] (software), 32-texel polygons{{ref|163 cycles (124 cycles geometry, 39 raster operations) per polygon, 175 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}} 271 cycles per 32-pixel polygon (3 cycles per pixel)|group=n}}
 
* Hardware support: Motion capture
 
* Hardware support: Motion capture
 
}}
 
}}
Line 111: Line 102:
 
{{multicol|
 
{{multicol|
 
* Memory: Up to 62&nbsp;[[Byte|MB]] (10,881&nbsp;KB main, 35,460&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
 
* Memory: Up to 62&nbsp;[[Byte|MB]] (10,881&nbsp;KB main, 35,460&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
* System [[RAM]]: 9776&nbsp;KB (9.546875&nbsp;MB){{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* System [[RAM]]: 9776&nbsp;KB (9.546875&nbsp;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&nbsp;KB (1.125&nbsp;MB)
 
** Main RAM: 1152&nbsp;KB (1.125&nbsp;MB)
 
** [[VRAM]]: 5984&nbsp;KB (1&nbsp;MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64&nbsp;KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4&nbsp;MB texture SRAM/SDRAM, 128&nbsp;KB [[wikipedia:Luma (video)|luma]], 32&nbsp;KB [[wikipedia:Digital geometry|geometry]], 576&nbsp;KB [[wikipedia:Tiled rendering|tiles]], 64&nbsp;KB colors)
 
** [[VRAM]]: 5984&nbsp;KB (1&nbsp;MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64&nbsp;KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4&nbsp;MB texture SRAM/SDRAM, 128&nbsp;KB [[wikipedia:Luma (video)|luma]], 32&nbsp;KB [[wikipedia:Digital geometry|geometry]], 576&nbsp;KB [[wikipedia:Tiled rendering|tiles]], 64&nbsp;KB colors)
 
** Audio RAM: 576&nbsp;KB
 
** Audio RAM: 576&nbsp;KB
 
** Other RAM: 2064&nbsp;KB (16&nbsp;KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2&nbsp;MB extra RAM)
 
** Other RAM: 2064&nbsp;KB (16&nbsp;KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2&nbsp;MB extra RAM)
* Internal processor memory: 36.75&nbsp;KB
+
* Internal processor cache: 36.75&nbsp;KB
 
** CPU cache: 768&nbsp;bytes{{fileref|I960 datasheet.pdf}}
 
** CPU cache: 768&nbsp;bytes{{fileref|I960 datasheet.pdf}}
** TGP internal RAM: 36&nbsp;KB (6&nbsp;KB per TGP){{fileref|MB86232 datasheet.pdf}}
+
** TGP internal RAM cache: 36&nbsp;KB (6&nbsp;KB per TGP){{fileref|MB86232 datasheet.pdf}}
 
* Game [[ROM]]: Up to 54.25&nbsp;MB
 
* Game [[ROM]]: Up to 54.25&nbsp;MB
 
** Main ROM: [http://mamedb.com/game/vcop 9.5&nbsp;MB] ([[EPROM]], [[wikipedia:Mask ROM|MROM]])
 
** Main ROM: [http://mamedb.com/game/vcop 9.5&nbsp;MB] ([[EPROM]], [[wikipedia:Mask ROM|MROM]])
Line 131: Line 122:
 
*** i960: 100&nbsp;MB/s (32‑bit, 25&nbsp;MHz)
 
*** i960: 100&nbsp;MB/s (32‑bit, 25&nbsp;MHz)
 
*** Z80: 12&nbsp;MB/s (2×&nbsp;8‑bit, 8/4&nbsp;MHz)
 
*** Z80: 12&nbsp;MB/s (2×&nbsp;8‑bit, 8/4&nbsp;MHz)
** VRAM bandwidth: 883.34066&nbsp;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&nbsp;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&nbsp;MB/s (6×&nbsp;32‑bit, 16&nbsp;MHz){{fileref|TC5588P datasheet.pdf}}
 
*** TGP: 384&nbsp;MB/s (6×&nbsp;32‑bit, 16&nbsp;MHz){{fileref|TC5588P datasheet.pdf}}
 
*** Video Board: 499.34066&nbsp;MB/s
 
*** Video Board: 499.34066&nbsp;MB/s
Line 139: Line 130:
 
**** 315‑5712: 40&nbsp;MB/s (8‑bit, 40&nbsp;MHz){{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
 
**** 315‑5712: 40&nbsp;MB/s (8‑bit, 40&nbsp;MHz){{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
 
** Audio RAM bandwidth: 20&nbsp;MB/s (16‑bit, 10&nbsp;MHz)
 
** Audio RAM bandwidth: 20&nbsp;MB/s (16‑bit, 10&nbsp;MHz)
* Internal processor bandwidth: 484&nbsp;MB/s
+
* Internal processor cache bandwidth: 484&nbsp;MB/s
 
** CPU cache: 100&nbsp;MB/s (32‑bit, 25&nbsp;MHz)
 
** CPU cache: 100&nbsp;MB/s (32‑bit, 25&nbsp;MHz)
** TGP internal RAM: 384&nbsp;MB/s (6×&nbsp;32‑bit, 16&nbsp;MHz)
+
** TGP internal RAM cache: 384&nbsp;MB/s (6×&nbsp;32‑bit, 16&nbsp;MHz)
* Game ROM bandwidth: 933–1000&nbsp;MB/s (5×&nbsp;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&nbsp;MB/s (5×&nbsp;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&nbsp;MB/s (32‑bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]){{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
 
** EPROM: 133–200&nbsp;MB/s (32‑bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]){{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
 
** MROM: 800&nbsp;MB/s (4×&nbsp;32‑bit, 50 MHz)
 
** MROM: 800&nbsp;MB/s (4×&nbsp;32‑bit, 50 MHz)
Line 163: Line 154:
 
*** Audio RAM: 576&nbsp;KB
 
*** Audio RAM: 576&nbsp;KB
 
*** Other RAM: 2064&nbsp;KB (2.015625&nbsp;MB)
 
*** Other RAM: 2064&nbsp;KB (2.015625&nbsp;MB)
** Internal processor memory: 36.75&nbsp;KB
+
** Internal processor cache: 36.75&nbsp;KB
 
*** CPU cache: 768&nbsp;bytes
 
*** CPU cache: 768&nbsp;bytes
*** TGP internal RAM: 36&nbsp;KB
+
*** TGP internal RAM cache: 36&nbsp;KB
** Game ROM: Up to 132.25&nbsp;MB (34&nbsp;MB main, 82.25&nbsp;MB video,{{ref|http://mamedb.com/game/dynamcop}} 16&nbsp;MB audio)
+
** Game ROM: Up to 132.25&nbsp;MB (34&nbsp;MB main, 82.25&nbsp;MB video,{{ref|[https://web.archive.org/web/20160326030604/mamedb.com/game/dynamcop Dynamite Cop (MAME)]}} 16&nbsp;MB audio)
 
}}
 
}}
  
 
===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|
 
* GPU Geometry Engine DSP coprocessors: 2×&nbsp;ADSP-21062 SHARC @ 40&nbsp;MHz{{fileref|ADSP-2106 datasheet.pdf}}
 
* GPU Geometry Engine DSP coprocessors: 2×&nbsp;ADSP-21062 SHARC @ 40&nbsp;MHz{{fileref|ADSP-2106 datasheet.pdf}}
 
** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, [[wikipedia:System on a chip|SOC]], ALU, T&L
 
** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, [[wikipedia:System on a chip|SOC]], ALU, T&L
** Floating-point units: 32/[[wikipedia:Extended precision|40‑bit]] operations, 240&nbsp;MFLOPS peak (120&nbsp;MFLOPS each), 160&nbsp;MFLOPS sustained
+
** Fixed-point instructions: 32‑bit instructions, 80&nbsp;MIPS (40&nbsp;MIPS each)
** Fixed-point arithmetic: 32‑bit instructions @ 80&nbsp;MIPS (40&nbsp;MIPS each)
+
** Floating-point units: 32/[[wikipedia:Extended precision|40‑bit]] operations, 240&nbsp;MFLOPS peak (120&nbsp;MFLOPS each), 160 MFLOPS sustained (80 MFLOPS each){{ref|MAC operation (multiply and add) per cycle{{fileref|ADSP-2106 datasheet.pdf|page=2}}|group=n}}
 
** Data bus width: 96‑bit ([[wikipedia:48-bit|48‑bit]] each)
 
** Data bus width: 96‑bit ([[wikipedia:48-bit|48‑bit]] each)
** DMA controllers: 20 DMA channels (10 channels each), 480&nbsp;MB/s transfer rate (240&nbsp;MB/s each)
+
** DMA controllers: 20 DMA channels (10 channels each), 80 MHz memory access (dual memory access) per SHARC, 480&nbsp;MB/s transfer rate (240&nbsp;MB/s each)
 
* Fillrate:
 
* Fillrate:
 
** Rendering: 120&nbsp;MPixels/s (2&nbsp;[[Pixel|MPixels]] per frame)
 
** Rendering: 120&nbsp;MPixels/s (2&nbsp;[[Pixel|MPixels]] per frame)
 
** Texturing: 120&nbsp;MTexels/s
 
** Texturing: 120&nbsp;MTexels/s
* Geometry calculations: 160 MFLOPS
+
* Geometry calculations: 160 MFLOPS (sustained)
** Vertex transformations: 4.7 million vertices/sec{{ref|34 FLOPS per vertex|group=n}}
+
** Lighting calculations: 1.7 million polygons/sec (flat),{{ref|46 multiplies per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}|group=n}} 1.5 million polygons/sec (specular),{{ref|51 multiplies per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}|group=n}} 1 million polygons/sec (Gouraud){{ref|62 multiplies per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}}|group=n}}
** Polygon transformations: 1.6 million triangles/sec,{{ref|99 FLOPS per triangle|group=n}} 1.2 million quads/sec{{ref|132 FLOPS per quad|group=n}}
+
* Texture mapping performance: 120 MTexels/s, lighting
** Lighting calculations: 1.2 million triangles/sec,{{ref|131 FLOPS per triangle|group=n}} 970,000 quads/sec{{ref|164 FLOPS per quad|group=n}}
+
** 800,000 polygons/sec: Specular, 150-texel polygons
* Polygon rendering performance: 120 MPixels/s, 120 MTexels/s
+
** 600,000 polygons/sec: Specular, 200-texel polygons
** 900,000 polygons/sec: Lighting, textures, 123-texel textures
+
** 300,000 polygons/sec: Gouraud shading (software), 32-texel polygons{{ref|101 cycles (62 cycles geometry, 39 raster operations) per polygon, 113 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}} 209 cycles per 32-pixel polygon (3 cycles per pixel)|group=n}}
** 600,000 polygons/sec: Lighting, textures, 200-texel textures
 
 
* Memory: Up to 150.21&nbsp;[[Byte|MB]] (35.125&nbsp;MB main, 99,332&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
 
* Memory: Up to 150.21&nbsp;[[Byte|MB]] (35.125&nbsp;MB main, 99,332&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
** System [[RAM]]: 18,388&nbsp;KB (17.957031&nbsp;MB){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
+
** System [[RAM]]: 18,388&nbsp;KB (17.957031&nbsp;MB){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp Sega Model 2 (MAME)]}}
 
*** Main RAM: 1152&nbsp;KB (1.125&nbsp;MB)
 
*** Main RAM: 1152&nbsp;KB (1.125&nbsp;MB)
 
*** [[VRAM]]: 14,596&nbsp;KB (1.5&nbsp;MB framebuffer [[VRAM]], 8228&nbsp;KB coprocessor buffer [[SRAM]]/SDRAM, 4&nbsp;MB texture SRAM/SDRAM, 64&nbsp;KB luma, 32&nbsp;KB geometry, 576&nbsp;KB tiles, 64&nbsp;KB colors)
 
*** [[VRAM]]: 14,596&nbsp;KB (1.5&nbsp;MB framebuffer [[VRAM]], 8228&nbsp;KB coprocessor buffer [[SRAM]]/SDRAM, 4&nbsp;MB texture SRAM/SDRAM, 64&nbsp;KB luma, 32&nbsp;KB geometry, 576&nbsp;KB tiles, 64&nbsp;KB colors)
 
*** Audio RAM: 576&nbsp;KB
 
*** Audio RAM: 576&nbsp;KB
 
*** Other RAM: 2064&nbsp;KB (2.015625&nbsp;MB)
 
*** Other RAM: 2064&nbsp;KB (2.015625&nbsp;MB)
** Internal processor memory: 512.75&nbsp;KB
+
** Internal processor cache: 512.75&nbsp;KB
 
*** CPU cache: 768&nbsp;bytes
 
*** CPU cache: 768&nbsp;bytes
*** DSP internal RAM: 512&nbsp;KB SRAM (256&nbsp;KB per DSP){{fileref|ADSP-2106 datasheet.pdf}}
+
*** DSP internal RAM cache: 512&nbsp;KB SRAM (256&nbsp;KB per DSP){{fileref|ADSP-2106 datasheet.pdf}}
 
** Game [[ROM]]: Up to 132.25&nbsp;MB (34&nbsp;MB main, 82.25&nbsp;MB video, 16&nbsp;MB audio)
 
** Game [[ROM]]: Up to 132.25&nbsp;MB (34&nbsp;MB main, 82.25&nbsp;MB video, 16&nbsp;MB audio)
 
* System RAM bandwidth: 1.111 [[Byte|GB/s]]
 
* System RAM bandwidth: 1.111 [[Byte|GB/s]]
Line 211: Line 201:
  
 
{{multicol|
 
{{multicol|
* GPU coprocessors: 2×&nbsp;Fujitsu TGPx4 MB86235 @ 40&nbsp;MHz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* GPU coprocessors: 2×&nbsp;Fujitsu TGPx4 MB86235 @ 40&nbsp;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&nbsp;MFLOPS (80&nbsp;MFLOPS each)
+
** Floating-point units: 32/40‑bit operations, 160&nbsp;MFLOPS (80&nbsp;MFLOPS each)
** Fixed-point arithmetic: 32/[[wikipedia:64‑bit computing|64‑bit]] instructions @ 240&nbsp;MIPS (120&nbsp;MIPS each)
+
** Fixed-point arithmetic: 32/[[wikipedia:64‑bit computing|64‑bit]] instructions, 240&nbsp;MIPS (120&nbsp;MIPS each)
 
** Bus width: 192‑bit (96‑bit each; 64‑bit SDRAM, 32‑bit SRAM)
 
** Bus width: 192‑bit (96‑bit each; 64‑bit SDRAM, 32‑bit SRAM)
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering{{fileref|3D-CG System with Video Texturing.pdf}}
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering{{fileref|3D-CG System with Video Texturing.pdf}}
 
* Fillrate:{{fileref|3DGraphicsProcessorChipSet.pdf}}
 
* Fillrate:{{fileref|3DGraphicsProcessorChipSet.pdf}}
** Rendering: 190&nbsp;MPixels/s (95&nbsp;MPixels/s per GPU)
+
** Polygon rendering: 180 MPixels/s (94 MPixels/s per GPU)
** Texturing: 190&nbsp;MTexels/s (95&nbsp;MTexels/s per GPU)
+
** Texture mapping: 180 MTexels/s (94 MTexels/s per GPU)
* Polygon rendering performance:{{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* Texture mapping performance: Lighting, specular,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}} alpha blending{{fileref|3DGraphicsProcessorChipSet.pdf}}
** 800,000 polygons/sec: Lighting, textures, flat&nbsp;shading <small>(200&nbsp;FLOPS per polygon, 266&nbsp;[[wikipedia:Instructions per second|IPS]] per polygon)</small>
+
** 800,000 polygons/sec: 200-texel polygons{{ref|200 floating-point operations per polygon, 266 fixed-point instructions per polygon|group=n}}
** 600,000 polygons/sec: Lighting, textures, flat&nbsp;shading, Z-sorting <small>(272&nbsp;FLOPS per polygon)</small>
+
** 600,000 polygons/sec: Z-sorting,{{ref|272 floating-point operations per polygon|group=n}} 400-texel polygons
** 490,000 polygons/sec: Lighting, textures, Gouraud&nbsp;shading <small>(326&nbsp;FLOPS per polygon)</small>
+
** 490,000 polygons/sec: Gouraud shading{{ref|326 floating-point operations per polygon|group=n}} 150-texel polygons
** 366,000 polygons/sec: Lighting, textures, Gouraud&nbsp;shading, Z-sorting <small>(438&nbsp;FLOPS per polygon)</small>
+
** 360,000 polygons/sec: Gouraud shading, Z-sorting,{{ref|438 floating-point operations per polygon|group=n}} 300-texel polygons
 
* Optional MPEG sound board: DSB1
 
* Optional MPEG sound board: DSB1
 
** Sound CPU: Zilog Z80 (8/16‑bit instructions)
 
** Sound CPU: Zilog Z80 (8/16‑bit instructions)
Line 233: Line 223:
 
}}
 
}}
  
==List of Games==
+
==History==
 +
The Model 2's development was led by famed game designer [[Yu Suzuki]] and his team at [[Sega AM2]]{{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]])}} as part of a joint project between Sega, [[Fujitsu]] and GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]). Sega developed the polygon geometry engine in-house{{fileref|NextGeneration US 11.pdf|page=16}}, using Fujitsu coprocessors 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). This was then combined with GE Aerospace's expensive texture-mapping technology,{{fileref|NextGeneration US 11.pdf|page=16}} which Suzuki's team condensed into a more affordable chipset.
 +
 
 +
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 USD 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)" 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."{{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]])}} 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.{{ref|[http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php Yu Suzuki recalls using military tech to make Virtua Fighter 2]}}
 +
 
 +
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 Second Hand Smoke: One up, two down (October 22, 1999)]}}
 +
 
 +
The arcade board debuted along with ''[[Daytona USA]]'', a game which was finished and copyrighted in 1993, and debuted at the [[Amusement Machine Show 1993]]{{fileref|EGM US 051.pdf|page=222}}.
 +
 
 +
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, including ''Daytona USA'', ''[[Virtua Fighter 2]]'', ''[[Cyber Troopers Virtual-On]]'', ''[[The House of the Dead]]'', and ''[[Dead or Alive]]'', to name a few. Sega sold over 33,000 units of the Model 2 in its first year,{{intref|Press release: 1995-03-20: Lockheed Martin 3D Graphics Accelerator offers real-time PC visual system performance}} followed by 65,000 units 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 $2 billion revenue from hardware cabinet sales{{ref|130,000 units{{ref|[http://archive.today/XN3rz Sega Enterprises] (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]}}|group=n}} (over $3 billion with inflation), making it one of the [[wikia:w:c:gaming:Arcade game#Best-selling arcade video game franchises|best-selling arcade systems]] of all time.
 +
 
 +
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]].
 +
 
 +
==List of games==
 
===Model 2===
 
===Model 2===
 
*''[[Daytona USA]]'' (1993)
 
*''[[Daytona USA]]'' (1993)
Line 293: Line 298:
 
*''[[Ultimate Domain]]'' (unreleased) - Developed by [[Atlus]]. Previewed in ''[[Mean Machines Sega]]'' #51.
 
*''[[Ultimate Domain]]'' (unreleased) - Developed by [[Atlus]]. Previewed in ''[[Mean Machines Sega]]'' #51.
  
==Gallery==
+
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 +
 
 +
==Photo gallery==
 
<gallery>
 
<gallery>
File:Model2 cpu.jpg|CPU
+
Model2 cpu.jpg|CPU
File:Model2 videoboard.jpg|Video PCB
+
Model2 videoboard.jpg|Video PCB
File:Model2 rom.jpg|A typical ROM (''[[Virtua Cop]]'')
+
Model2 rom.jpg|A typical ROM (''[[Virtua Cop]]'')
File:Model2a cpu.jpg|Model 2A CPU
+
Model2a cpu.jpg|Model 2A CPU
File:Model2a videoboard.jpg|Model 2A video PCB
+
Model2a videoboard.jpg|Model 2A video PCB
File:Model2a rom.jpg|Model 2A ROM (''[[Dead or Alive]]'')
+
Model2a rom.jpg|Model 2A ROM (''[[Dead or Alive]]'')
File:Model2b cpuvideo.jpg|Model 2B CPU/Video PCB
+
Model2b cpuvideo.jpg|Model 2B CPU/Video PCB
File:Model2b filter.jpg|Model 2B filter PCB
+
Model2b filter.jpg|Model 2B filter PCB
File:Model2b comm.jpg|Model 2B communications PCB
+
Model2b comm.jpg|Model 2B communications PCB
File:Model2b rom.jpg|A Model 2B ROM
+
Model2b rom.jpg|A Model 2B ROM
File:Model2c pcb.jpg|Model 2C PCB
+
Model2c pcb.jpg|Model 2C PCB
 
</gallery>
 
</gallery>
  
Line 316: Line 324:
 
{{multicol|
 
{{multicol|
 
<references />
 
<references />
}}
+
|cols=3}}
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega Model series]]
 
[[Category:Sega Model series]]

Revision as of 06:25, 5 December 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.

Hardware

The Model 2 was designed as the direct successor to the Model 1, and like its predecessor was released as a set of printed circuit boards to arcade operators, or packaged in bespoke cabinets created by Sega.

The most noticeable improvement of the Model 2 over the Model 1 is texture mapping, which enables polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that the previous board supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[1] as well as trilinear filtering.[2] 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.[2]

There are in fact four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. The Model 2 and 2A-CRX use a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX use well documented DSPs and upload the geometrizer code at startup to the DSP.

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".[3]

Technical specifications

Model 2

  • Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board[4]
    • 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[5]
  • Main CPU: Intel i960-KB @ 25 MHz
  • Additional CPU: 2× Zilog Z80 (8/16‑bit instructions @ 1.74 MIPS)
    • Communication Board: 8 MHz[5][8] (1.16 MIPS)
    • Feedback Driver: 4 MHz[4] (0.58 MIPS)

Sound

Graphics

Graphical specifications of the Sega Model 2:[10][4][11]

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)[10]
  • Internal processor cache: 36.75 KB
    • CPU cache: 768 bytes[6]
    • TGP internal RAM cache: 36 KB (6 KB per TGP)[13]
  • 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[5][16]
      • TGP: 384 MB/s (6× 32‑bit, 16 MHz)[25]
      • Video Board: 499.34066 MB/s
        • 315‑5292 & 315‑5644: 30.769232 MB/s (2× 16‑bit, 7.692308 MHz)[26]
        • 315‑5645: 28.571428 MB/s (16‑bit, 14.285714 MHz)[27]
        • 315‑5646 & 315‑5647: 400 MB/s (2× 32‑bit, 50 MHz)
        • 315‑5712: 40 MB/s (8‑bit, 40 MHz)[28]
    • 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)[5][4]
    • EPROM: 133–200 MB/s (32‑bit, 33–50 MHz, 20–30 ns)[29][30]
    • 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,[31] 16 MB audio)

Model 2B-CRX

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:[10]

  • GPU Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz[32]
    • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
    • Fixed-point instructions: 32‑bit instructions, 80 MIPS (40 MIPS each)
    • Floating-point units: 32/40‑bit operations, 240 MFLOPS peak (120 MFLOPS each), 160 MFLOPS sustained (80 MFLOPS each)[n 10]
    • Data bus width: 96‑bit (48‑bit each)
    • DMA controllers: 20 DMA channels (10 channels each), 80 MHz memory access (dual memory access) per SHARC, 480 MB/s transfer rate (240 MB/s each)
  • Fillrate:
    • Rendering: 120 MPixels/s (2 MPixels per frame)
    • Texturing: 120 MTexels/s
  • Geometry calculations: 160 MFLOPS (sustained)
    • Lighting calculations: 1.7 million polygons/sec (flat),[n 11] 1.5 million polygons/sec (specular),[n 12] 1 million polygons/sec (Gouraud)[n 13]
  • Texture mapping performance: 120 MTexels/s, lighting
    • 800,000 polygons/sec: Specular, 150-texel polygons
    • 600,000 polygons/sec: Specular, 200-texel polygons
    • 300,000 polygons/sec: Gouraud shading (software), 32-texel polygons[n 14]
  • 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)[4]
      • 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)[32]
    • 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)[34]
      • 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[10][35]
    • 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[36]
  • Fillrate:[35]
    • Polygon rendering: 180 MPixels/s (94 MPixels/s per GPU)
    • Texture mapping: 180 MTexels/s (94 MTexels/s per GPU)
  • Texture mapping performance: Lighting, specular,[10] alpha blending[35]
    • 800,000 polygons/sec: 200-texel polygons[n 15]
    • 600,000 polygons/sec: Z-sorting,[n 16] 400-texel polygons
    • 490,000 polygons/sec: Gouraud shading[n 17] 150-texel polygons
    • 360,000 polygons/sec: Gouraud shading, Z-sorting,[n 18] 300-texel polygons
  • 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

History

The Model 2's development was led by famed game designer Yu Suzuki and his team at Sega AM2[37] as part of a joint project between Sega, Fujitsu and GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin). Sega developed the polygon geometry engine in-house[11], using Fujitsu coprocessors DSP coprocessors that were modified with Sega's custom microcode for hardware T&L capabilities[14] (it would be years before hardware T&L would appear on consumer home systems). This was then combined with GE Aerospace's expensive texture-mapping technology,[11] which Suzuki's team condensed into a more affordable chipset.

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 USD 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)" 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."[37] 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.[38]

There were also issues working on the new CPU,[37] the Intel i960-KB, which had just released in 1993[7]. 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."[37]

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.[2]

The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the Amusement Machine Show 1993[39].

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, including Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold over 33,000 units of the Model 2 in its first year,[40] followed by 65,000 units annually,[2] and eventually sold over 130,000 units by 1996, amounting to $2 billion revenue from hardware cabinet sales[n 19] (over $3 billion with inflation), making it one of the best-selling arcade systems of all time.

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.

List of games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Magazine articles

Main article: Sega Model 2/Magazine articles.

Photo gallery

Notes

  1. [5 instructions per cycle[15] 5 instructions per cycle[15]]
  2. MAC (multiply–accumulate) operation (multiply and add) per cycle[15]
  3. [1 operation per cycle (2 cycles per MAC operation)[15] 1 operation per cycle (2 cycles per MAC operation)[15]]
  4. [18 cycles (9 MAC operations) per vertex[10] 18 cycles (9 MAC operations) per vertex[10]]
  5. [3 vertices per triangle polygon 3 vertices per triangle polygon]
  6. [92 cycles (46 multiplies) per polygon[10] 92 cycles (46 multiplies) per polygon[10]]
  7. [102 cycles (51 multiplies) per polygon[10] 102 cycles (51 multiplies) per polygon[10]]
  8. [124 cycles (62 multiplies) per polygon[10][21] 124 cycles (62 multiplies) per polygon[10][21]]
  9. [163 cycles (124 cycles geometry, 39 raster operations) per polygon, 175 cycles per 4-scanline polygon (3 operations/scanline per polygon),[23][24] 271 cycles per 32-pixel polygon (3 cycles per pixel) 163 cycles (124 cycles geometry, 39 raster operations) per polygon, 175 cycles per 4-scanline polygon (3 operations/scanline per polygon),[23][24] 271 cycles per 32-pixel polygon (3 cycles per pixel)]
  10. [MAC operation (multiply and add) per cycle[33] MAC operation (multiply and add) per cycle[33]]
  11. [46 multiplies per polygon[10] 46 multiplies per polygon[10]]
  12. [51 multiplies per polygon[10] 51 multiplies per polygon[10]]
  13. [62 multiplies per polygon[10][21] 62 multiplies per polygon[10][21]]
  14. [101 cycles (62 cycles geometry, 39 raster operations) per polygon, 113 cycles per 4-scanline polygon (3 operations/scanline per polygon),[23][24] 209 cycles per 32-pixel polygon (3 cycles per pixel) 101 cycles (62 cycles geometry, 39 raster operations) per polygon, 113 cycles per 4-scanline polygon (3 operations/scanline per polygon),[23][24] 209 cycles per 32-pixel polygon (3 cycles per pixel)]
  15. [200 floating-point operations per polygon, 266 fixed-point instructions per polygon 200 floating-point operations per polygon, 266 fixed-point instructions per polygon]
  16. [272 floating-point operations per polygon 272 floating-point operations per polygon]
  17. [326 floating-point operations per polygon 326 floating-point operations per polygon]
  18. [438 floating-point operations per polygon 438 floating-point operations per polygon]
  19. [130,000 units[41] at $15,000 each[2][42] 130,000 units[41] at $15,000 each[2][42]]

References

  1. IGN PRESENTS THE HISTORY OF SEGA (page 8)
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Second Hand Smoke: One up, two down (October 22, 1999)
  3. File:SSM_UK_02.pdf, page 21
  4. 4.0 4.1 4.2 4.3 4.4 Sega Model 2 (MAME)
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Sega PCB
  6. 6.0 6.1 File:I960 datasheet.pdf
  7. 7.0 7.1 File:80960KB datasheet.pdf
  8. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  9. File:ST-077-R2-052594.pdf
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)
  11. 11.0 11.1 11.2 File:NextGeneration US 11.pdf, page 16
  12. Sega Model 2 ROM Dump
  13. 13.0 13.1 File:MB86232 datasheet.pdf
  14. 14.0 14.1 14.2 TGP (MAME)
  15. 15.0 15.1 15.2 File:MB86232 datasheet.pdf, page 32
  16. 16.0 16.1 Sega Model 2 Video Board
  17. Sega 16‑Bit Common Hardware, MAME
  18. File:EGM US 059.pdf, page 68
  19. File:VirtuaFighter2 Model2 Flyer.pdf, page 2
  20. 20.0 20.1 Saturn maybe not so stellar (Game Zero Magazine)
  21. 21.0 21.1 Design of Digital Systems and Devices (pages 95-97)
  22. File:DaytonaUSA Model2 Flyer.pdf, page 2
  23. 23.0 23.1 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
  24. 24.0 24.1 File:32XUSHardwareManual.pdf, page 76
  25. File:TC5588P datasheet.pdf
  26. File:TC518128CPL datasheet.pdf
  27. File:MB84256A datasheet.pdf
  28. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  29. File:AM27C1024 datasheet.pdf
  30. File:MX27C1024 datasheet.pdf
  31. Dynamite Cop (MAME) (Wayback Machine: 2016-03-26 03:06)
  32. 32.0 32.1 File:ADSP-2106 datasheet.pdf
  33. File:ADSP-2106 datasheet.pdf, page 2
  34. File:ADSP-2106 datasheet.pdf, page 4
  35. 35.0 35.1 35.2 File:3DGraphicsProcessorChipSet.pdf
  36. File:3D-CG System with Video Texturing.pdf
  37. 37.0 37.1 37.2 37.3 The Disappearance of Yu Suzuki: Part 1 (1UP)
  38. Yu Suzuki recalls using military tech to make Virtua Fighter 2
  39. File:EGM US 051.pdf, page 222
  40. Press release: 1995-03-20: Lockheed Martin 3D Graphics Accelerator offers real-time PC visual system performance
  41. Sega Enterprises (Real3D)
  42. Early concept of Daytona USA at Summer CES 1993


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