Difference between revisions of "Sega Model 3"

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The '''Sega Model 3''' is an [[arcade]] platform produced by [[Sega]]. It is a successor to the [[Sega Model 2]] platform, and was released in 1996.
 
The '''Sega Model 3''' is an [[arcade]] platform produced by [[Sega]]. 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 used dual Real3D/PRO-1000 graphics processors as GPU, designed by [[Lockheed Martin]] in partnership with Mitsubishi. The Model 3 was designed to push as many textured polygons as possible in real-time, along with the most advanced graphical techniques available 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 hardware is very different to the Model 1 and Model 2 boards which preceded it. The Model 3 used dual Real3D/PRO-1000 graphics processors as its GPU, designed by [[Lockheed Martin]] in partnership with [[wikipedia:Mitsubishi|Mitsubishi]]. The Model 3 was designed to push as many textured polygons as possible in real-time, along with the most advanced graphical techniques available 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.
 
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==
 
==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 GPU, Real3D/Pro-1000, until late 1995 or early 1996. Lockheed Martin partnered with Mitsubishi, which provided two 3D-RAM chips as the GPU's ALU unit and graphics memory.{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}} 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}} When the Model 3 specification was finalized, it used two Real3D/Pro-1000 processors, including four 3D-RAM chips. {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} The Model 3 eventually debuted, with ''[[Virtua Fighter 3]]'' as its first 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 Model 2 arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the GPU, Real3D/Pro-1000, until late 1995 or early 1996. Lockheed Martin partnered with Mitsubishi, which provided two 3D-RAM chips as the GPU's core ALU unit and graphics memory.{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}} 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}} When the Model 3 specification was finalized, it used two Real3D/Pro-1000 processors, including four 3D-RAM chips. {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} The Model 3 eventually debuted, with ''[[Virtua Fighter 3]]'' as its first 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.{{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]]''.
 
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]]''.
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{{multicol|
 
{{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:Arithmetic logic unit|ALU]]: 4× [[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}} (2× 3D‑RAM per Pro‑1000) {{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}
+
** [[wikipedia:Arithmetic logic unit|ALU]] core: 4× [[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}} (2× 3D‑RAM per Pro‑1000) {{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}
 
*** [[wikipedia:Framebuffer|Framebuffer]] resolution: [[wikipedia:SXGA|1280×1024]]
 
*** [[wikipedia:Framebuffer|Framebuffer]] resolution: [[wikipedia:SXGA|1280×1024]]
 
*** Capabilities: Blending, depth check, stencil & raster operations, [[wikipedia:Pixel buffer|pixel buffer]], [[wikipedia:Tiled rendering|tiled rendering]], [[wikipedia:Z-buffering|Z-compare]], Z-buffering, alpha blending, OpenGL support
 
*** Capabilities: Blending, depth check, stencil & raster operations, [[wikipedia:Pixel buffer|pixel buffer]], [[wikipedia:Tiled rendering|tiled rendering]], [[wikipedia:Z-buffering|Z-compare]], Z-buffering, alpha blending, OpenGL support
 
*** [[wikipedia:Render output unit|Render output units]]: 4 ROP units
 
*** [[wikipedia:Render output unit|Render output units]]: 4 ROP units
*** Performance: 400 million pixels/sec fillrate,{{ref|http://ieeexplore.ieee.org/iel3/3909/11339/00535565.pdf}} 1.6 GB/sec internal bus bandwidth,{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} 400 MB/s (sustained) to 14.6 GB/s (peak) bandwidth
+
*** Geometrizer performance: 400 million operations/sec, 3.5-7.5 million vectors/sec, 2-4 million triangle polygons/sec
 +
*** Fillrate: 1.6 billion pixels/sec erase, 400 million pixels/sec write/render,{{ref|http://ieeexplore.ieee.org/iel3/3909/11339/00535565.pdf}} 200 million pixels/sec read
 +
*** Bandwidth: 1.6 GB/sec internal bus, 400 MB/s (sustained) to 14.6 GB/s (peak) external bus
 
** [[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]]
 
** [[wikipedia:Spatial anti-aliasing|Anti-aliasing]]: [[wikipedia:Texture filtering|Texture anti-aliasing]], [[wikipedia:Multisample anti-aliasing|multi-layered anti-aliasing]] (multi-sample anti-aliasing), texture & edge multi-layered anti-aliasing
 
** [[wikipedia:Spatial anti-aliasing|Anti-aliasing]]: [[wikipedia:Texture filtering|Texture anti-aliasing]], [[wikipedia:Multisample anti-aliasing|multi-layered anti-aliasing]] (multi-sample anti-aliasing), texture & edge multi-layered anti-aliasing
 
** [[wikipedia:Shading|Shading]]: [http://www.giantbomb.com/flat-shading/3015-2277/ Flat shading], [http://www.giantbomb.com/gouraud-shading/3015-4864/ Gouraud shading], high-specular Gouraud shading, micro texture shading, [[wikipedia:Fixed-function|fix shading]]
 
** [[wikipedia:Shading|Shading]]: [http://www.giantbomb.com/flat-shading/3015-2277/ Flat shading], [http://www.giantbomb.com/gouraud-shading/3015-4864/ Gouraud shading], high-specular Gouraud shading, micro texture shading, [[wikipedia:Fixed-function|fix shading]]
 
** [[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
 +
** Texture fillrate: 16 million coloured [[wikipedia:Texel (graphics)|textures]]/sec, 2 million triangle polygons/sec or 1 million quad polygons/sec with all effects (including texture filtering, shading, translucency, anti-aliasing and fog) {{ref|http://www.ncsa.illinois.edu/People/tcoffin/DOC/SIG98/OTHER_INFO/PCGraphics.html}}
 
** 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]],{{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]
 
** 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]
* Graphical Performance:
 
** [[wikia:w:c:gaming:Three-dimensional|Geometrizer]] performance: 1,000,100 textured [[wikipedia:Polygon mesh|quad]] [[wikipedia:Polygon (computer graphics)|polygons]]/sec, or 2,000,200 textured [[wikipedia:Triangle mesh|triangle polygons]]/sec, with all effects (including shading, translucency, anti-aliasing and fog){{ref|http://www.ncsa.illinois.edu/People/tcoffin/DOC/SIG98/OTHER_INFO/PCGraphics.html}} (Step 1.0)
 
** [[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]]: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp 60 Hz], 60 [[wikipedia:Frame rate|frames per second]]
 
** [[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]]

Revision as of 18:40, 16 November 2015

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

The Sega Model 3 is an arcade platform produced by Sega. 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. The Model 3 used dual Real3D/PRO-1000 graphics processors as its GPU, designed by Lockheed Martin in partnership with Mitsubishi. The Model 3 was designed to push as many textured polygons as possible in real-time, along with the most advanced graphical techniques available 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 Model 2 arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the GPU, Real3D/Pro-1000, until late 1995 or early 1996. Lockheed Martin partnered with Mitsubishi, which provided two 3D-RAM chips as the GPU's core ALU unit and graphics memory.[1] 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".[2] When the Model 3 specification was finalized, it used two Real3D/Pro-1000 processors, including four 3D-RAM chips. [3] The Model 3 eventually debuted, with Virtua Fighter 3 as its first 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.[3] 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.[4] By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[5] 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,[4] 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 [3] (498 MIPS,[6] 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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