Difference between revisions of "Sega Model 3"

From Sega Retro

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The Model 3 board went through a series of delays which frustrated Sega. Despite success with the previous generations of arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the board until late 1995 or early 1996 - Sega had planned to release the board in late 1995 along with three games, one of which, ''[[Indy 500]]'', was reportedly downgraded to Model 2 hardware thanks to the troubles. In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".{{fileref|SSM_UK_02.pdf|page=21}} It eventually debuted with ''[[Virtua Fighter 3]]'' as the first Model 3 game at the [[AOU Show 1996]] in February 1996, and was followed by ''[[Scud Race]]'' later that year. The board was officially supported until 1999, to make room for the [[Sega NAOMI]] and its successors, the [[Sega Hikaru]] and [[NAOMI 2]].
 
The Model 3 board went through a series of delays which frustrated Sega. Despite success with the previous generations of arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the board until late 1995 or early 1996 - Sega had planned to release the board in late 1995 along with three games, one of which, ''[[Indy 500]]'', was reportedly downgraded to Model 2 hardware thanks to the troubles. In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".{{fileref|SSM_UK_02.pdf|page=21}} It eventually debuted with ''[[Virtua Fighter 3]]'' as the first Model 3 game at the [[AOU Show 1996]] in February 1996, and was followed by ''[[Scud Race]]'' later that year. The board was officially supported until 1999, to make room for the [[Sega NAOMI]] and its successors, the [[Sega Hikaru]] and [[NAOMI 2]].
  
The Model 3 went through a number of revisions (steps) in which improvements were made the system and board architecture was changed. These "[[wikipedia:Stepping (version numbers)|steppings]]" mainly increased the [[wikipedia:Clock speed|clock speed]] of the [[wikipedia:Central processing unit|CPU]] and the speed of the [[wikipedia:Graphics pipeline|3D engine]], as well as minor changes to the board architecture. Step 1.0 and Step 1.5 released in 1996, Step 2.0 in 1997, and Step 2.1 in 1998. Though there was much talk of Model 3 games being ported to the [[Sega Saturn]], all home ports of Model 3 games were seen on the Sega Dreamcast, including the likes of ''[[Sega Rally 2]]'', ''[[Virtua Fighter 3tb]]'', ''[[Virtual-On Oratorio Tangram]]'' and ''[[Virtua Striker 2]]''.
+
The Model 3 went through a number of revisions (steps) in which improvements were made the system and board architecture was changed. These "[[wikipedia:Stepping (version numbers)|steppings]]" mainly increased the [[wikipedia:Clock speed|clock speed]] of the [[wikipedia:Central processing unit|CPU]] and the speed of the [[wikipedia:Graphics pipeline|3D engine]], as well as minor changes to the board architecture.{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} Step 1.0 and Step 1.5 released in 1996, Step 2.0 in 1997, and Step 2.1 in 1998. Though there was much talk of Model 3 games being ported to the [[Sega Saturn]], all home ports of Model 3 games were seen on the Sega Dreamcast, including the likes of ''[[Sega Rally 2]]'', ''[[Virtua Fighter 3tb]]'', ''[[Virtual-On Oratorio Tangram]]'' and ''[[Virtua Striker 2]]''.
  
 
It was the most powerful game system in its time, an order of magnitude more powerful than [http://www.giantbomb.com/pc/3045-94/ PC] [[wikia:w:c:gaming:Graphics processing unit|graphics cards]] from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.{{ref|http://www.thg.ru/smoke/19991022/print.html}} By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,{{ref|http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm}} making them some of the [[wikia:w:c:gaming:List of best-selling video games|best-selling]] [[arcade]] game boards of all time. At around $15,000 each (for the Model 2, with the Model 3 costing higher), this amounts to at least over $3 billion revenue from cabinet sales, equivalent to over $4.9 billion in 2014.
 
It was the most powerful game system in its time, an order of magnitude more powerful than [http://www.giantbomb.com/pc/3045-94/ PC] [[wikia:w:c:gaming:Graphics processing unit|graphics cards]] from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.{{ref|http://www.thg.ru/smoke/19991022/print.html}} By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,{{ref|http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm}} making them some of the [[wikia:w:c:gaming:List of best-selling video games|best-selling]] [[arcade]] game boards of all time. At around $15,000 each (for the Model 2, with the Model 3 costing higher), this amounts to at least over $3 billion revenue from cabinet sales, equivalent to over $4.9 billion in 2014.
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** Step 1.0: 66 MHz (93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]])
 
** Step 1.0: 66 MHz (93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]])
 
** Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
 
** Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
** Step 2.0: PowerPC 603R @ 166 MHz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} (498 MIPS,{{ref|http://www.gaw.ru/pdf/Atmel/higt_rel/TSPC603R.pdf}} 332 MFLOPS)
+
** Step 2.0: PowerPC 603R @ 166 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} (498 MIPS,{{ref|http://www.gaw.ru/pdf/Atmel/higt_rel/TSPC603R.pdf}} 332 MFLOPS)
* Sound CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz (2.1 MIPS)
+
* Other Specifications: 10 Mb/s connection, calendar IC
 +
}}
 +
 
 +
===Sound===
 +
{{multicol|
 +
* Sound CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} (2.1 MIPS)
 
* Sound Chip: 2× [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]]
 
* Sound Chip: 2× [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]]
 
**DSP: 2× "LAKE" FH1 128-step DSP
 
**DSP: 2× "LAKE" FH1 128-step DSP
 
** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]])
 
** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]])
 
** Other features: [[wikipedia:MIDI|MIDI]] interface, 32 MIDI channels, 32 [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels, 32 [[wikipedia:Low-frequency oscillation|LFO]] channels, [[wikipedia:Quadraphonic sound|4-channel]] [[wikipedia:Surround sound|surround sound]], 16.5 MB audio [[wikia:w:c:gaming:Read-only memory|ROM]]
 
** Other features: [[wikipedia:MIDI|MIDI]] interface, 32 MIDI channels, 32 [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels, 32 [[wikipedia:Low-frequency oscillation|LFO]] channels, [[wikipedia:Quadraphonic sound|4-channel]] [[wikipedia:Surround sound|surround sound]], 16.5 MB audio [[wikia:w:c:gaming:Read-only memory|ROM]]
 +
* Optional [[Sound card|sound board]]: MPEG Sound Board
 +
** Sound CPU: [[Motorola 68000]] or [[Zilog Z80]]
 +
** Sound chip: [[NEC]] uD65654GF102
 +
** Features: [[Moving Picture Experts Group|MPEG]] audio [[Data compression|compression]], [[Stereophonic sound|stereo]] output, steam individual [[Monaural|mono]] channels to left and right speakers
 +
}}
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 +
===Graphics===
 +
{{multicol|
 
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [[Lockheed Martin]] [[wikipedia:Real3D|Real3D/Pro-1000]]
 
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [[Lockheed Martin]] [[wikipedia:Real3D|Real3D/Pro-1000]]
 
** [[wikipedia:Texture mapping|Texture mapping]]: Full color texture mapping, [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]]
 
** [[wikipedia:Texture mapping|Texture mapping]]: Full color texture mapping, [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]]
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** [[wikipedia:Computer graphics lighting|Lighting]] effects: Parallel light, pin-point light, 4 light spots, 4 [[wikipedia:Shading#Spotlight lighting|spot lights]], pin spot light
 
** [[wikipedia:Computer graphics lighting|Lighting]] effects: Parallel light, pin-point light, 4 light spots, 4 [[wikipedia:Shading#Spotlight lighting|spot lights]], pin spot light
 
** Other [[wikipedia:Special effects|special effects]]: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], [[wikipedia:Clipping (computer graphics)|clipping]], model & texture [[wikipedia:Level of detail|LOD]], fade in/out, 4095 moving [[wikipedia:3D modeling|models]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur]
 
** Other [[wikipedia:Special effects|special effects]]: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], [[wikipedia:Clipping (computer graphics)|clipping]], model & texture [[wikipedia:Level of detail|LOD]], fade in/out, 4095 moving [[wikipedia:3D modeling|models]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur]
** Other capabilities: [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Trilinear filtering|trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Specular highlight|specular highlight]], [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|culling]], [http://www.edge-online.com/features/brief-history-3d/3/ reflection/environment mapping]
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** Other capabilities: [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Trilinear filtering|trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Specular highlight|specular highlight]], [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|culling]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}} [https://web.archive.org/web/20130126073536/www.edge-online.com/features/brief-history-3d/3 reflection/environment mapping]
 
* [[wikipedia:Arithmetic logic unit|ALU]]: [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/}}  @ 100 MHz {{ref|http://pdf.datasheetcatalog.com/datasheets/2300/399112_DS.pdf}}
 
* [[wikipedia:Arithmetic logic unit|ALU]]: [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/}}  @ 100 MHz {{ref|http://pdf.datasheetcatalog.com/datasheets/2300/399112_DS.pdf}}
 
** [[wikipedia:Framebuffer|Framebuffer]] resolution: [[wikipedia:SXGA|1280×1024]]
 
** [[wikipedia:Framebuffer|Framebuffer]] resolution: [[wikipedia:SXGA|1280×1024]]
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** [[wikipedia:Rendering (computer graphics)|Renderer]] [[wikia:w:c:gaming:Three-dimensional|fillrate]]: [http://ieeexplore.ieee.org/iel3/3909/11339/00535565.pdf 400 million] [[pixel]]s/sec, 16 million coloured [[wikipedia:Texel (graphics)|textures]]/sec, 400 million texels/sec (25 texels per texture)
 
** [[wikipedia:Rendering (computer graphics)|Renderer]] [[wikia:w:c:gaming:Three-dimensional|fillrate]]: [http://ieeexplore.ieee.org/iel3/3909/11339/00535565.pdf 400 million] [[pixel]]s/sec, 16 million coloured [[wikipedia:Texel (graphics)|textures]]/sec, 400 million texels/sec (25 texels per texture)
 
* [[wikia:w:c:gaming:Display resolution|Display Resolution]]: 496×384 to [[wikipedia:480p|640x480]], [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]]), 24 kHz [[wikipedia:Horizontal scan rate|horizontal sync]], one or two planes
 
* [[wikia:w:c:gaming:Display resolution|Display Resolution]]: 496×384 to [[wikipedia:480p|640x480]], [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]]), 24 kHz [[wikipedia:Horizontal scan rate|horizontal sync]], one or two planes
** [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 60 [[wikipedia:Frame rate|frames per second]]
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** [[wikipedia:Refresh rate|Refresh rate]]: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp 60 Hz], 60 [[wikipedia:Frame rate|frames per second]]
* [[wikia:w:c:gaming:List of color palettes|Color Depth]]: [[wikipedia:RGBA color space|ARGB]], [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
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* [[Palette|Color Depth]]: [[wikipedia:RGBA color space|ARGB]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
 
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
 
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
* Memory: Up to 285.16504 [[Byte|MB]] (128 MB main, 123.15723 MB video, 33.69533 MB audio, 320 [[Byte|KB]] other) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
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* Video board: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
** [[wikipedia:Random-access memory|RAM]]: 32.54004 MB (33,321 KB)
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** Step 1.0: Sega 837-11859 MODEL3
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** Step 1.5: Sega 837-12875 MODEL3 STEP 1.5
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** Step 2.0: Sega 837-12716 MODEL3 STEP2
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** Step 2.1: Sega 837-13368 MODEL3 STEP2.1
 +
}}
 +
 
 +
===Memory===
 +
{{multicol|
 +
* Memory: Up to 285.16504 [[Byte|MB]] (128 MB main, 123.15723 MB video, 33.69533 MB audio, 320 [[Byte|KB]] other)
 +
** [[wikipedia:Random-access memory|RAM]]: 32.54004 MB (33,321 KB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
 
*** Main RAM: 8 MB (8192 KB) @ 66 MHz
 
*** Main RAM: 8 MB (8192 KB) @ 66 MHz
*** [[wikipedia:Video memory|Video RAM]]: 23,713 KB (8 MB [[wikia:w:c:gaming:Texture memory|texture memory]], 1 MB [[wikipedia:Display list|display list]], 4 MB [[wikipedia:Hidden surface determination|culling]], 4 MB polygons, 5 MB [[wikipedia:Framebuffer|framebuffer]] 3D-RAM, 1152 KB [[wikipedia:Tiled rendering|tilemap]] generator [[VRAM]], 33 KB [[SRAM]] [[wikipedia:Cache (computing)|cache]])
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*** [[VRAM]]: 23,713 KB (8 MB [[wikia:w:c:gaming:Texture memory|texture memory]], 1 MB [[wikipedia:Display list|display list]], 4 MB [[wikipedia:Hidden surface determination|culling]], 4 MB polygons, 5 MB [[wikipedia:Framebuffer|framebuffer]] 3D-RAM, 1152 KB [[wikipedia:Tiled rendering|tilemap]] generator [[VRAM]], 33 KB [[SRAM]] [[wikipedia:Cache (computing)|cache]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}
**** 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM: 5 MB (4× 1.25 MB) fast framebuffer [[wikipedia:Synchronous dynamic random-access memory|SD]] VRAM, 1 KB (4× 256 [[wikipedia:Byte|bytes]]) [[wikipedia:Pixel buffer|pixel buffer]] SRAM cache
+
**** 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM: 5 MB (4× 1.25 MB) fast framebuffer [[wikipedia:Synchronous dynamic random-access memory|SD]] VRAM, 1 KB (4× 256 [[wikipedia:Byte|bytes]]) [[wikipedia:Pixel buffer|pixel buffer]] SRAM cache {{ref|http://www.datasheets360.com/part/detail/m5m410092fp-15/-7080454212028813194/}}
**** 8× [[wikipedia:Hitachi|Hitachi]] HM5241605 [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 4 MB (8× 512 KB)
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**** 8× [[wikipedia:Hitachi|Hitachi]] HM5241605 [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 4 MB (8× 512 KB) {{ref|http://www.datasheetarchive.com/dlmain/Datasheets-13/DSA-247062.pdf}}
**** 16× Mitsubishi M5M4V4169 cache: 8 MB (16× 512 KB) SDRAM, 32 KB (16× 2 KB) SRAM
+
**** 16× Mitsubishi M5M4V4169 cache: 8 MB (16× 512 KB) SDRAM, 32 KB (16× 2 KB) SRAM {{ref|http://www.datasheets360.com/part/detail/m5m4v4169tp-20/1857732301728935217/}}
 
*** Audio RAM: 1096 KB (64 KB main, 1032 KB SCSP; 512 KB per SCSP chip)
 
*** Audio RAM: 1096 KB (64 KB main, 1032 KB SCSP; 512 KB per SCSP chip)
 
*** Other RAM: 320 KB (192 KB security, 128 KB backup [[wikipedia:Static random-access memory|static]] [[wikipedia:Non-volatile random-access memory|NVRAM]])
 
*** Other RAM: 320 KB (192 KB security, 128 KB backup [[wikipedia:Static random-access memory|static]] [[wikipedia:Non-volatile random-access memory|NVRAM]])
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*** ROM access time: 100 [[wikipedia:Nanosecond|nanoseconds]]{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
*** ROM access time: 100 [[wikipedia:Nanosecond|nanoseconds]]{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
*** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
*** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
* Other Specifications: 10 Mb/s connection, calendar IC
 
 
}}
 
}}
  

Revision as of 00:31, 16 November 2015

Model3 fullboard.jpg
Sega Model 3
Manufacturer: Sega, Lockheed Martin
Release Date RRP Code

The Sega Model 3 is an arcade platform produced by Sega in partnership with Lockheed Martin. It is a successor to the Sega Model 2 platform, and was released in 1996.

The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. It was designed to push as many textured polygons as possible in real-time, along with the most advanced graphical techniques at the time, such as multisample anti-aliasing, motion blur, facial animation, specular highlighting/reflection/shading, and multiple light sources. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer at the time; it took several years for home systems to catch-up to the Model 3.

The Model 3 was succeeded by the Sega NAOMI in 1998, followed by the Sega Hikaru in 1999 and Sega NAOMI 2 in 2000.

History

The Model 3 board went through a series of delays which frustrated Sega. Despite success with the previous generations of arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the board until late 1995 or early 1996 - Sega had planned to release the board in late 1995 along with three games, one of which, Indy 500, was reportedly downgraded to Model 2 hardware thanks to the troubles. In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".[1] It eventually debuted with Virtua Fighter 3 as the first Model 3 game at the AOU Show 1996 in February 1996, and was followed by Scud Race later that year. The board was officially supported until 1999, to make room for the Sega NAOMI and its successors, the Sega Hikaru and NAOMI 2.

The Model 3 went through a number of revisions (steps) in which improvements were made the system and board architecture was changed. These "steppings" mainly increased the clock speed of the CPU and the speed of the 3D engine, as well as minor changes to the board architecture.[2] Step 1.0 and Step 1.5 released in 1996, Step 2.0 in 1997, and Step 2.1 in 1998. Though there was much talk of Model 3 games being ported to the Sega Saturn, all home ports of Model 3 games were seen on the Sega Dreamcast, including the likes of Sega Rally 2, Virtua Fighter 3tb, Virtual-On Oratorio Tangram and Virtua Striker 2.

It was the most powerful game system in its time, an order of magnitude more powerful than PC graphics cards from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.[3] By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[4] making them some of the best-selling arcade game boards of all time. At around $15,000 each (for the Model 2, with the Model 3 costing higher), this amounts to at least over $3 billion revenue from cabinet sales, equivalent to over $4.9 billion in 2014.

From the early 1970s, arcades had been at the forefront of graphical technology in video games. The Model 3 hardware as well as competitors from this era were also leading the industry from a graphical perspective at the time, compared to PCs which were still producing Model 2 quality graphics in 1998,[3] but the gap began to slowly narrow after that, as PCs would begin to benefit from hardware accelerated graphics towards the end of the decade. Beginning with the co-development of the Sega Dreamcast console and Sega NAOMI arcade system, both released in 1998, consoles and later PCs would slowly become the basis for arcade systems, rather than the reverse as it had been up until this point. The last proprietary Sega arcade systems would be the Sega Hikaru and Sega NAOMI 2, after which PCs would overtake arcade systems as the forefront of graphical technology. Today, arcade games are built primarily around controls and the experience one gets from a game as opposed to graphical potential. Complex motion cabinets, and large, unique forms of control unsuitable for households is what drives the arcade industry in the present day.

Technical Specifications

  • Board Composition: CPU + VIDEO + ROM boards
  • Main CPU: IBM-Motorola PowerPC 603e (32-bit & 64-bit instructions)
    • Step 1.0: 66 MHz (93.4 MIPS, 132 MFLOPS)
    • Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
    • Step 2.0: PowerPC 603R @ 166 MHz [2] (498 MIPS,[5] 332 MFLOPS)
  • Other Specifications: 10 Mb/s connection, calendar IC

Sound

Graphics

Memory

  • Memory: Up to 285.16504 MB (128 MB main, 123.15723 MB video, 33.69533 MB audio, 320 KB other)

Hardware Images

List of Games

Step 1.0

Step 1.5

Step 2.0

Step 2.1


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