Difference between revisions of "Sega Model 2"

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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)]}}
 
*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 Sega PCB]}}
 
** 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]]: [[Intel]] [[i960-KB]] @ 25 MHz{{fileref|I960 datasheet.pdf}}{{fileref|80960KB 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}}
+
** [[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|page=2}}
 
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32]]/[[wikipedia:Double-precision floating-point format|64]]/[[wikipedia:Extended precision|80‑bit]] operations @ 13.6 MFLOPS{{fileref|80960KB datasheet.pdf}}
 
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32]]/[[wikipedia:Double-precision floating-point format|64]]/[[wikipedia:Extended precision|80‑bit]] operations @ 13.6 MFLOPS{{fileref|80960KB datasheet.pdf}}
 
** 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: 2x [[Zilog]] [[Z80]] (8/16‑bit instructions @ 1.74 MIPS)
 
**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)
 
**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 Sega Model 2 (MAME)]}} (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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{{multicol|
 
{{multicol|
 
* Sound CPU: [[Motorola 68000]] @ 10 MHz (16/32‑bit instructions @ 1.75 MIPS)
 
* Sound CPU: [[Motorola 68000]] @ 10 MHz (16/32‑bit instructions @ 1.75 MIPS)
* [[wikipedia:Sound chip|Sound chip]]: 2× Sega 315‑5560 Custom MultiPCM
+
* [[wikipedia:Sound chip|Sound chip]]: 2x Sega 315‑5560 Custom MultiPCM
 
** [[Pulse-code modulation|PCM]] channels: 56
 
** [[Pulse-code modulation|PCM]] channels: 56
 
** PCM sample [[ROM]]: Up to 16 [[Byte|MB]] (8 MB per PCM chip)
 
** PCM sample [[ROM]]: Up to 16 [[Byte|MB]] (8 MB per PCM chip)
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{{multicol|
 
{{multicol|
 
* GPU:
 
* GPU:
** 6× [[Fujitsu]] TGP MB86234
+
** 6x [[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 Sega PCB]}}
+
* GPU [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6x [[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, 2x 315‑5678, 2x 315‑5679 (later updated with 2x 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)]}}
 
** 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}}
 
** 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}}
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** 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 Sega PCB]}}{{ref|[http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG Sega Model 2 Video Board]}}
 
* 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), 2x 315‑5725 (50 MHz)
 
** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] processors: 315‑5646 (50 MHz), 315‑5647 (50 MHz)
 
** [[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]]}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}}
 
* 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), double-buffering{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
 
* 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)]}}
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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: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 Saturn maybe not so stellar (''Game Zero Magazine'')]}}
+
* [[Palette|Color depth]]: 65,536 (16bpp), 16,777,216 (24bpp),{{ref|[http://www.gamezero.com/team-0/whats_new/past/news9504.html Saturn maybe not so stellar (''Game Zero Magazine'')]}} 256 (8bpp)
* 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)]}}
+
* Graphical hardware 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:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], [[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
* [[Fillrate]]:
+
* Arithmetic: 110 MFLOPS (floating-point), 210 MIPS (fixed-point){{ref|TGP: 96 MFLOPS, 192 MIPS{{fileref|MB86232 datasheet.pdf}} <br> i960: 13.6 MFLOPS, 25 MIPS{{fileref|80960KB datasheet.pdf}}|group=n}}
** Rendering: 82&nbsp;[[Pixel|MPixels/s]] (50&nbsp;MPixels/s polygons, 32&nbsp;MPixels/s tilemaps)
+
** Additions: 61 million adds/sec (floating-point), 110 million adds/sec (fixed-point){{ref|TGP: 48 million adds/sec (floating-point), 96 million adds/sec (fixed-point){{fileref|MB86232 datasheet.pdf|page=33}} <br> i960: 13.6 million adds/sec (floating-point), 25 million adds/sec (fixed-point)|group=n}}
** Texturing: 82&nbsp;[[Texel|MTexels/s]] (50 MTexels/s polygons, 32 MTexels/s tilemaps)
+
** Multiplications: 61 million multiplies/sec (floating-point), 110 million multiplies/sec (fixed-point){{ref|TGP: 48 million multiplies/sec (floating-point), 96 million multiplies/sec (fixed-point){{fileref|MB86232 datasheet.pdf|page=33}} <br> i960: 13.6 million multiplies/sec (floating-point), 25 million multiplies/sec (fixed-point)|group=n}}
* Geometry calculations: 96 MFLOPS
+
** Divisions: 30 million divides/sec{{ref|Z-sorting & clipping chipset, 32 MHz|group=n}}
** 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}}
+
* Geometry transformations: 6 million vertices/sec,{{ref|TGP: 5,333,333 vertices/sec, 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)]}} <br> i960: 755,555 vertices/sec, 18 floating-point operations (9 MAC operations) per vertex|group=n}} 2 million polygons/sec{{ref|3 vertices per triangle polygon|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}}
+
** [[wikipedia:Flat shading|Flat]] [[wikipedia:Transform and lighting|lighting]]: 1.2 million polygons/sec (floating-point),{{ref|TGP: 1,043,478 polygons/sec, 92 cycles (46 MAC operations) per polygon{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}} <br> i960: 147,826 polygons/sec, 92 floating-point operations (46 MAC operations) per polygon|group=n}} 2 million polygons/sec (fixed-point){{ref|46 cycles (46 MAC operations) 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}}
* Rendering performance: 50 MPixels/s, 900,000 vectors/sec
+
** [[wikipedia:Specular highlight|Specular lighting]]: 900,000 polygons/sec{{ref|102 cycles (51 MAC operations) 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}}
* Texture mapping performance: 50 MTexels/s, lighting
+
** [[wikipedia:Gouraud shading|Gouraud lighting]]: 880,000 polygons/sec (floating-point),{{ref|TGP: 774,193 polygons/sec, 124 cycles (62 MAC operations) 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)]}} <br> i960: 109,677 polygons/sec, 124 floating-point operations (62 MAC operations) per polygon|group=n}} 1.5 million polygons/sec (fixed-point){{ref|62 cycles (62 MAC operations) 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}}
** 800,000 polygons/sec: Specular, 60-texel polygons
+
* Rendering [[fillrate]]: 110 [[Pixel|MPixels/s]] (16bpp), 230 MPixels/s (8bpp), 260 MPixels/s (4bpp)
** 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
+
** Polygons: 100 MPixels/s (16bpp), 200 MPixels/s (8bpp){{ref|400 MB/s polygon rendering bandwidth (2x 32‑bit, 50 MHz)|group=n}}
** 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
+
** Tilemaps: 15 MPixels/s (16bpp), 30 MPixels/s (8bpp), 61 MPixels/s (4bpp){{ref|30.769232 MB/s tilemap generator bandwidth (2x 16‑bit, 7.692308 MHz)|group=n}}
 +
* Polygon rendering performance: 100 MPixels/s, 900,000 vectors/sec
 +
* Texture mapping performance: 100 [[Texel|MTexels/s]], lighting
 +
** 900,000 polygons/sec: Specular, 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'')]}} Specular, 200-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)]}} specular, 300-texel polygons
 
** 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}}
 
** 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
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====Bandwidth====
 
====Bandwidth====
 
{{multicol|
 
{{multicol|
* System RAM bandwidth: 974&nbsp;[[Byte|MB/s]]
+
* System RAM bandwidth: 982&nbsp;[[Byte|MB/s]]
** Main RAM bandwidth: 112&nbsp;MB/s
+
** Main RAM bandwidth: 78.7&nbsp;MB/s
*** i960: 100&nbsp;MB/s (32‑bit, 25&nbsp;MHz)
+
*** i960: 66.7&nbsp;MB/s{{fileref|80960KB datasheet.pdf|page=7}}
*** Z80: 12&nbsp;MB/s (2×&nbsp;8‑bit, 8/4&nbsp;MHz)
+
*** Z80: 12&nbsp;MB/s{{ref|2x 8‑bit, 8/4&nbsp;MHz|group=n}}
 
** 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]}}
 
** 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{{ref|6x 32‑bit, 16&nbsp;MHz{{fileref|TC5588P datasheet.pdf}}|group=n}}
 
*** Video Board: 499.34066&nbsp;MB/s
 
*** Video Board: 499.34066&nbsp;MB/s
**** 315‑5292 & 315‑5644: 30.769232&nbsp;MB/s (2×&nbsp;16‑bit, 7.692308&nbsp;MHz){{fileref|TC518128CPL datasheet.pdf}}
+
**** 315‑5292 & 315‑5644: 30.769232&nbsp;MB/s{{ref|2x 16‑bit, 7.692308&nbsp;MHz{{fileref|TC518128CPL datasheet.pdf}}|group=n}}
**** 315‑5645: 28.571428&nbsp;MB/s (16‑bit, 14.285714&nbsp;MHz){{fileref|MB84256A datasheet.pdf}}
+
**** 315‑5645: 28.571428&nbsp;MB/s{{ref|16‑bit, 14.285714&nbsp;MHz{{fileref|MB84256A datasheet.pdf}}|group=n}}
**** 315‑5646 & 315‑5647: 400&nbsp;MB/s (2×&nbsp;32‑bit, 50&nbsp;MHz)
+
**** 315‑5646 & 315‑5647: 400&nbsp;MB/s{{ref|2x 32‑bit, 50&nbsp;MHz|group=n}}
**** 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{{ref|8‑bit, 40&nbsp;MHz{{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}|group=n}}
** Audio RAM bandwidth: 20&nbsp;MB/s (16‑bit, 10&nbsp;MHz)
+
** Audio RAM bandwidth: 20&nbsp;MB/s{{ref|16‑bit, 10&nbsp;MHz|group=n}}
 
* Internal processor cache 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{{ref|32‑bit, 25&nbsp;MHz|group=n}}
** TGP internal RAM cache: 384&nbsp;MB/s (6×&nbsp;32‑bit, 16&nbsp;MHz)
+
** TGP internal RAM cache: 384&nbsp;MB/s{{ref|6x 32‑bit, 16&nbsp;MHz|group=n}}
* 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)]}}
+
* Game ROM bandwidth: 933–1000&nbsp;MB/s{{ref|5x 32‑bit|group=n}}{{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{{ref|32‑bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]{{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}|group=n}}
** MROM: 800&nbsp;MB/s (4×&nbsp;32‑bit, 50 MHz)
+
** MROM: 800&nbsp;MB/s{{ref|4x 32‑bit, 50 MHz|group=n}}
 
}}
 
}}
  
Line 161: Line 166:
  
 
===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 Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}
+
Model 2B-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: 2x 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
 
** Fixed-point instructions: 32‑bit instructions, 80&nbsp;MIPS (40&nbsp;MIPS each)
 
** Fixed-point instructions: 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}}
+
** Floating-point units: 32/[[wikipedia:Extended precision|40‑bit]] operations, 240&nbsp;MFLOPS (120&nbsp;MFLOPS each), 80 [[wikipedia:Multiply–accumulate operation|MAC operations]]/sec (40 MACs/sec each)
 
** 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), 80 MHz memory access (dual memory access) per SHARC, 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:
+
* Lighting calculations: 240 MFLOPS
** Rendering: 120&nbsp;MPixels/s (2&nbsp;[[Pixel|MPixels]] per frame)
+
** Flat lighting: 1.8 million polygons/sec (floating-point){{ref|46 MAC operations per polygon:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}} 1,739,130 polygons/sec (SHARC), 147,826 polygons/sec (i960)|group=n}}
** Texturing: 120&nbsp;MTexels/s
+
** Specular lighting: 1.5 million polygons/sec{{ref|51 MAC operations 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}}  
* Geometry calculations: 160 MFLOPS (sustained)
+
** Gouraud lighting: 1.3 million polygons/sec (floating-point){{ref|62 MAC operations 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)]}} 1,290,322 polygons/sec (SHARC), 109,677 polygons/sec (i960)|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}}
+
* Rendering fillrate: 130 MPixels/s (16bpp), 270 MPixels/s (8bpp), 300 MPixels/s (4bpp)
 +
** Polygons: 120 MPixels/s (16bpp),{{ref|2 megapixels per frame|group=n}} 240 MPixels/s (8bpp)
 +
** Tilemaps: 15 MPixels/s (16bpp), 30 MPixels/s (8bpp), 61 MPixels/s (4bpp)
 
* Texture mapping performance: 120 MTexels/s, lighting
 
* Texture mapping performance: 120 MTexels/s, lighting
** 800,000 polygons/sec: Specular, 150-texel polygons
+
** 900,000 polygons/sec: Specular, 130-texel polygons
 
** 600,000 polygons/sec: Specular, 200-texel polygons
 
** 600,000 polygons/sec: Specular, 200-texel polygons
 
** 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}}
 
** 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}}
Line 189: Line 196:
 
*** DSP internal RAM cache: 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: 1.1 [[Byte|GB/s]]
 
** Main RAM bandwidth: 112 MB/s
 
** Main RAM bandwidth: 112 MB/s
 
** VRAM bandwidth: 979.34066 MB/s
 
** VRAM bandwidth: 979.34066 MB/s
Line 198: Line 205:
  
 
===Model 2C-CRX===
 
===Model 2C-CRX===
Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards:
+
Model 2C-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards:
  
 
{{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 Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)]}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* GPU geometry coprocessors: 2x 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 capabilities: Geometry Engine DSP, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA, T&L
** Floating-point units: 32/40‑bit operations, 160&nbsp;MFLOPS (80&nbsp;MFLOPS each)
+
** Bus width: 192‑bit (96‑bit each; 64‑bit SDRAM, 32‑bit SRAM)
 +
* GPU rendering processors: 2x Fujitsu [[MB86271]] AGP (Advanced Graphics Processor) @ 60 MHz{{fileref|3DGraphicsProcessorChipSet.pdf|page=4}}
 +
** Capabilities: Hardware rendering, DMA
 
** 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)
+
* GPU Z-sorters: 2x Fujitsu [[MB86272]]{{fileref|3DGraphicsProcessorChipSet.pdf|page=4}}
* 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}}
+
** Capabilities: Z-sorting, clipping
* Fillrate:{{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* Graphical hardware features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], Z-buffering, point sampling, bilinear filtering, trilinear filtering{{fileref|3D-CG System with Video Texturing.pdf}}
** Polygon rendering: 180 MPixels/s (94 MPixels/s per GPU)
+
* Rendering fillrate: 200 MPixels/s (16bpp), 400 MPixels/s (8bpp), 430 MPixels/s (4bpp)
** Texture mapping: 180 MTexels/s (94 MTexels/s per GPU)
+
** Polygons: 188 MPixels/s (16bpp),{{ref|94 megapixels/sec per GPU{{fileref|3DGraphicsProcessorChipSet.pdf|page=12}}|group=n}} 376 MPixels/s (8bpp)
* 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}}
+
** Tilemaps: 15 MPixels/s (16bpp), 30 MPixels/s (8bpp), 61 MPixels/s (4bpp)
** 800,000 polygons/sec: 200-texel polygons{{ref|200 floating-point operations per polygon, 266 fixed-point instructions per polygon|group=n}}
+
* Texture mapping performance: 188 MTexels/s, 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}}
 +
** 900,000 polygons/sec: 150-texel polygons{{ref|88 cycles per polygon,{{fileref|3DGraphicsProcessorChipSet.pdf|page=8}} 266 fixed-point instructions per polygon, 450,000 150-pixel polygons/sec per GPU{{fileref|3DGraphicsProcessorChipSet.pdf|page=11}}|group=n}}
 
** 600,000 polygons/sec: Z-sorting,{{ref|272 floating-point operations per polygon|group=n}} 400-texel polygons
 
** 600,000 polygons/sec: Z-sorting,{{ref|272 floating-point operations per polygon|group=n}} 400-texel polygons
** 490,000 polygons/sec: Gouraud shading{{ref|326 floating-point operations per polygon|group=n}} 150-texel polygons
+
** 520,000 polygons/sec: Gouraud shading,{{ref|151 cycles per polygon{{fileref|3DGraphicsProcessorChipSet.pdf|page=8}}|group=n}} 150-texel polygons{{ref|250,000 150-pixel polygons/sec per GPU{{fileref|3DGraphicsProcessorChipSet.pdf|page=11}}|group=n}}
 
** 360,000 polygons/sec: Gouraud shading, Z-sorting,{{ref|438 floating-point operations per polygon|group=n}} 300-texel polygons
 
** 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
Line 234: Line 244:
 
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}}.
 
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: 1995-04-10: 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.
+
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]].
 
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]].
Line 250: Line 260:
 
*''[[Manx TT Superbike]]'' (1995)
 
*''[[Manx TT Superbike]]'' (1995)
 
*''[[Sega Rally Championship]]'' (1995)
 
*''[[Sega Rally Championship]]'' (1995)
*''[[Sega Rally Pro Drivin']]'' (1995?)
 
 
*''[[Sky Target]]'' (1995)
 
*''[[Sky Target]]'' (1995)
 
*''[[Virtua Cop 2]]'' (1995)
 
*''[[Virtua Cop 2]]'' (1995)

Revision as of 13:47, 20 October 2017

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

Sound

Graphics

Graphical specifications of the Sega Model 2:[11][4][12]

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)[11]
  • Internal processor cache: 36.75 KB
    • CPU cache: 768 bytes[6]
    • TGP internal RAM cache: 36 KB (6 KB per TGP)[14]
  • Game ROM: Up to 54.25 MB

Bandwidth

  • System RAM bandwidth: 982 MB/s
    • Main RAM bandwidth: 78.7 MB/s
    • VRAM bandwidth: 883.34066 MB/s[5][17]
      • TGP: 384 MB/s[n 19]
      • Video Board: 499.34066 MB/s
        • 315‑5292 & 315‑5644: 30.769232 MB/s[n 20]
        • 315‑5645: 28.571428 MB/s[n 21]
        • 315‑5646 & 315‑5647: 400 MB/s[n 22]
        • 315‑5712: 40 MB/s[n 23]
    • Audio RAM bandwidth: 20 MB/s[n 24]
  • Internal processor cache bandwidth: 484 MB/s
    • CPU cache: 100 MB/s[n 25]
    • TGP internal RAM cache: 384 MB/s[n 26]
  • Game ROM bandwidth: 933–1000 MB/s[n 27][5][4]

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,[35] 16 MB audio)

Model 2B-CRX

Model 2B-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:[11]

  • GPU Geometry Engine DSP coprocessors: 2x ADSP-21062 SHARC @ 40 MHz[36]
    • 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 (120 MFLOPS each), 80 MAC operations/sec (40 MACs/sec each)
    • 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)
  • Lighting calculations: 240 MFLOPS
    • Flat lighting: 1.8 million polygons/sec (floating-point)[n 30]
    • Specular lighting: 1.5 million polygons/sec[n 31]
    • Gouraud lighting: 1.3 million polygons/sec (floating-point)[n 32]
  • Rendering fillrate: 130 MPixels/s (16bpp), 270 MPixels/s (8bpp), 300 MPixels/s (4bpp)
    • Polygons: 120 MPixels/s (16bpp),[n 33] 240 MPixels/s (8bpp)
    • Tilemaps: 15 MPixels/s (16bpp), 30 MPixels/s (8bpp), 61 MPixels/s (4bpp)
  • Texture mapping performance: 120 MTexels/s, lighting
    • 900,000 polygons/sec: Specular, 130-texel polygons
    • 600,000 polygons/sec: Specular, 200-texel polygons
    • 300,000 polygons/sec: Gouraud shading (software), 32-texel polygons[n 34]
  • 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)[36]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
  • System RAM bandwidth: 1.1 GB/s
    • Main RAM bandwidth: 112 MB/s
    • VRAM bandwidth: 979.34066 MB/s
      • SHARC: 480 MB/s (2x 240 MB/s)[37]
      • Video Board: 499.34066 MB/s
    • Audio RAM bandwidth: 20 MB/s

Model 2C-CRX

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

  • GPU geometry coprocessors: 2x Fujitsu TGPx4 MB86235 @ 40 MHz[11][38]
    • Coprocessor capabilities: Geometry Engine DSP, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA, T&L
    • Bus width: 192‑bit (96‑bit each; 64‑bit SDRAM, 32‑bit SRAM)
  • GPU rendering processors: 2x Fujitsu MB86271 AGP (Advanced Graphics Processor) @ 60 MHz[39]
    • Capabilities: Hardware rendering, DMA
    • Fixed-point arithmetic: 32/64‑bit instructions, 240 MIPS (120 MIPS each)
  • GPU Z-sorters: 2x Fujitsu MB86272[39]
    • Capabilities: Z-sorting, clipping
  • Graphical hardware features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering[40]
  • Rendering fillrate: 200 MPixels/s (16bpp), 400 MPixels/s (8bpp), 430 MPixels/s (4bpp)
    • Polygons: 188 MPixels/s (16bpp),[n 35] 376 MPixels/s (8bpp)
    • Tilemaps: 15 MPixels/s (16bpp), 30 MPixels/s (8bpp), 61 MPixels/s (4bpp)
  • Texture mapping performance: 188 MTexels/s, lighting, specular,[11] alpha blending[38]
    • 900,000 polygons/sec: 150-texel polygons[n 36]
    • 600,000 polygons/sec: Z-sorting,[n 37] 400-texel polygons
    • 520,000 polygons/sec: Gouraud shading,[n 38] 150-texel polygons[n 39]
    • 360,000 polygons/sec: Gouraud shading, Z-sorting,[n 40] 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[44] 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[12], using Fujitsu coprocessors DSP coprocessors that were modified with Sega's custom microcode for hardware T&L capabilities[15] (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,[12] 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."[44] 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.[45]

There were also issues working on the new CPU,[44] 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."[44]

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[46].

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,[47] 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 41] (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[16] 5 instructions per cycle[16]]
  2. MAC (multiply–accumulate) operation (multiply and add) per cycle[16]
  3. [1 operation per cycle (2 cycles per MAC operation)[16] 1 operation per cycle (2 cycles per MAC operation)[16]]
  4. [TGP: 96 MFLOPS, 192 MIPS[14]
    i960: 13.6 MFLOPS, 25 MIPS[7] TGP: 96 MFLOPS, 192 MIPS[14]
    i960: 13.6 MFLOPS, 25 MIPS[7]]
  5. [TGP: 48 million adds/sec (floating-point), 96 million adds/sec (fixed-point)[23]
    i960: 13.6 million adds/sec (floating-point), 25 million adds/sec (fixed-point) TGP: 48 million adds/sec (floating-point), 96 million adds/sec (fixed-point)[23]
    i960: 13.6 million adds/sec (floating-point), 25 million adds/sec (fixed-point)]
  6. [TGP: 48 million multiplies/sec (floating-point), 96 million multiplies/sec (fixed-point)[23]
    i960: 13.6 million multiplies/sec (floating-point), 25 million multiplies/sec (fixed-point) TGP: 48 million multiplies/sec (floating-point), 96 million multiplies/sec (fixed-point)[23]
    i960: 13.6 million multiplies/sec (floating-point), 25 million multiplies/sec (fixed-point)]
  7. [Z-sorting & clipping chipset, 32 MHz Z-sorting & clipping chipset, 32 MHz]
  8. [TGP: 5,333,333 vertices/sec, 18 cycles (9 MAC operations) per vertex[11]
    i960: 755,555 vertices/sec, 18 floating-point operations (9 MAC operations) per vertex TGP: 5,333,333 vertices/sec, 18 cycles (9 MAC operations) per vertex[11]
    i960: 755,555 vertices/sec, 18 floating-point operations (9 MAC operations) per vertex]
  9. [3 vertices per triangle polygon 3 vertices per triangle polygon]
  10. [TGP: 1,043,478 polygons/sec, 92 cycles (46 MAC operations) per polygon[11]
    i960: 147,826 polygons/sec, 92 floating-point operations (46 MAC operations) per polygon TGP: 1,043,478 polygons/sec, 92 cycles (46 MAC operations) per polygon[11]
    i960: 147,826 polygons/sec, 92 floating-point operations (46 MAC operations) per polygon]
  11. [46 cycles (46 MAC operations) per polygon[11] 46 cycles (46 MAC operations) per polygon[11]]
  12. [102 cycles (51 MAC operations) per polygon[11] 102 cycles (51 MAC operations) per polygon[11]]
  13. [TGP: 774,193 polygons/sec, 124 cycles (62 MAC operations) per polygon[11][24]
    i960: 109,677 polygons/sec, 124 floating-point operations (62 MAC operations) per polygon TGP: 774,193 polygons/sec, 124 cycles (62 MAC operations) per polygon[11][24]
    i960: 109,677 polygons/sec, 124 floating-point operations (62 MAC operations) per polygon]
  14. [62 cycles (62 MAC operations) per polygon[11][24] 62 cycles (62 MAC operations) per polygon[11][24]]
  15. [400 MB/s polygon rendering bandwidth (2x 32‑bit, 50 MHz) 400 MB/s polygon rendering bandwidth (2x 32‑bit, 50 MHz)]
  16. [30.769232 MB/s tilemap generator bandwidth (2x 16‑bit, 7.692308 MHz) 30.769232 MB/s tilemap generator bandwidth (2x 16‑bit, 7.692308 MHz)]
  17. [163 cycles (124 cycles geometry, 39 raster operations) per polygon, 175 cycles per 4-scanline polygon (3 operations/scanline per polygon),[26][27] 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),[26][27] 271 cycles per 32-pixel polygon (3 cycles per pixel)]
  18. [2x 8‑bit, 8/4 MHz 2x 8‑bit, 8/4 MHz]
  19. [6x 32‑bit, 16 MHz[29] 6x 32‑bit, 16 MHz[29]]
  20. [2x 16‑bit, 7.692308 MHz[30] 2x 16‑bit, 7.692308 MHz[30]]
  21. [16‑bit, 14.285714 MHz[31] 16‑bit, 14.285714 MHz[31]]
  22. [2x 32‑bit, 50 MHz 2x 32‑bit, 50 MHz]
  23. [8‑bit, 40 MHz[32] 8‑bit, 40 MHz[32]]
  24. [16‑bit, 10 MHz 16‑bit, 10 MHz]
  25. [32‑bit, 25 MHz 32‑bit, 25 MHz]
  26. [6x 32‑bit, 16 MHz 6x 32‑bit, 16 MHz]
  27. [5x 32‑bit 5x 32‑bit]
  28. [32‑bit, 33–50 MHz, 20–30 ns[33][34] 32‑bit, 33–50 MHz, 20–30 ns[33][34]]
  29. [4x 32‑bit, 50 MHz 4x 32‑bit, 50 MHz]
  30. [46 MAC operations per polygon:[11] 1,739,130 polygons/sec (SHARC), 147,826 polygons/sec (i960) 46 MAC operations per polygon:[11] 1,739,130 polygons/sec (SHARC), 147,826 polygons/sec (i960)]
  31. [51 MAC operations per polygon[11] 51 MAC operations per polygon[11]]
  32. [62 MAC operations per polygon:[11][24] 1,290,322 polygons/sec (SHARC), 109,677 polygons/sec (i960) 62 MAC operations per polygon:[11][24] 1,290,322 polygons/sec (SHARC), 109,677 polygons/sec (i960)]
  33. [2 megapixels per frame 2 megapixels per frame]
  34. [101 cycles (62 cycles geometry, 39 raster operations) per polygon, 113 cycles per 4-scanline polygon (3 operations/scanline per polygon),[26][27] 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),[26][27] 209 cycles per 32-pixel polygon (3 cycles per pixel)]
  35. [94 megapixels/sec per GPU[41] 94 megapixels/sec per GPU[41]]
  36. [88 cycles per polygon,[42] 266 fixed-point instructions per polygon, 450,000 150-pixel polygons/sec per GPU[43] 88 cycles per polygon,[42] 266 fixed-point instructions per polygon, 450,000 150-pixel polygons/sec per GPU[43]]
  37. [272 floating-point operations per polygon 272 floating-point operations per polygon]
  38. [151 cycles per polygon[42] 151 cycles per polygon[42]]
  39. [250,000 150-pixel polygons/sec per GPU[43] 250,000 150-pixel polygons/sec per GPU[43]]
  40. [438 floating-point operations per polygon 438 floating-point operations per polygon]
  41. [130,000 units[48] at $15,000 each[2][49] 130,000 units[48] at $15,000 each[2][49]]

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 7.2 7.3 File:80960KB datasheet.pdf
  8. File:I960 datasheet.pdf, page 2
  9. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  10. File:ST-077-R2-052594.pdf
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 Sega Model 2 Geometry Engine and 3D Rasterizer (MAME)
  12. 12.0 12.1 12.2 File:NextGeneration US 11.pdf, page 16
  13. Sega Model 2 ROM Dump
  14. 14.0 14.1 14.2 File:MB86232 datasheet.pdf
  15. 15.0 15.1 15.2 TGP (MAME)
  16. 16.0 16.1 16.2 File:MB86232 datasheet.pdf, page 32
  17. 17.0 17.1 Sega Model 2 Video Board
  18. Sega 16‑Bit Common Hardware, MAME
  19. Sega System 24 Hardware Notes (2013-06-16)
  20. File:EGM US 059.pdf, page 68
  21. File:VirtuaFighter2 Model2 Flyer.pdf, page 2
  22. 22.0 22.1 Saturn maybe not so stellar (Game Zero Magazine)
  23. 23.0 23.1 File:MB86232 datasheet.pdf, page 33
  24. 24.0 24.1 24.2 Design of Digital Systems and Devices (pages 95-97)
  25. File:DaytonaUSA Model2 Flyer.pdf, page 2
  26. 26.0 26.1 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
  27. 27.0 27.1 File:32XUSHardwareManual.pdf, page 76
  28. File:80960KB datasheet.pdf, page 7
  29. File:TC5588P datasheet.pdf
  30. File:TC518128CPL datasheet.pdf
  31. File:MB84256A datasheet.pdf
  32. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  33. File:AM27C1024 datasheet.pdf
  34. File:MX27C1024 datasheet.pdf
  35. Dynamite Cop (MAME) (Wayback Machine: 2016-03-26 03:06)
  36. 36.0 36.1 File:ADSP-2106 datasheet.pdf
  37. File:ADSP-2106 datasheet.pdf, page 4
  38. 38.0 38.1 File:3DGraphicsProcessorChipSet.pdf
  39. 39.0 39.1 File:3DGraphicsProcessorChipSet.pdf, page 4
  40. File:3D-CG System with Video Texturing.pdf
  41. File:3DGraphicsProcessorChipSet.pdf, page 12
  42. 42.0 42.1 File:3DGraphicsProcessorChipSet.pdf, page 8
  43. 43.0 43.1 File:3DGraphicsProcessorChipSet.pdf, page 11
  44. 44.0 44.1 44.2 44.3 The Disappearance of Yu Suzuki: Part 1 (1UP)
  45. Yu Suzuki recalls using military tech to make Virtua Fighter 2
  46. File:EGM US 051.pdf, page 222
  47. Press release: 1995-03-20: Lockheed Martin 3D Graphics Accelerator offers real-time PC visual system performance
  48. Sega Enterprises (Real3D)
  49. Early concept of Daytona USA at Summer CES 1993


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