Difference between revisions of "Sega Model 3"

From Sega Retro

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* Board Composition: CPU + VIDEO + ROM boards
 
* Board Composition: CPU + VIDEO + ROM boards
** Video board: Sega 837-11859 MODEL3 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
+
** Video board: [[Sega]] 837-11859 MODEL3 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
 
* Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz
 
* Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz
** Capabilities: [[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions, 93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]]
+
** Capabilities: [[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions/operations, 93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]]
 
* Sound:
 
* Sound:
 
** 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 CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} (2.1 MIPS)
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*** Sound chip: [[NEC]] uD65654GF102
 
*** Sound chip: [[NEC]] uD65654GF102
 
*** Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers
 
*** Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [[Lockheed Martin|Real3D]] Pro‑1000 @ 50 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}
+
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× Sega 315-5830-A ([[Lockheed Martin|Real3D]] Pro‑1000 @ 50 MHz) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}
 
** [[wikipedia:Arithmetic logic unit|ALU]]: 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM (33 MHz) {{fileref|M5M410092B datasheet.pdf}}{{fileref|M5M410092FP datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}{{ref|http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf}}
 
** [[wikipedia:Arithmetic logic unit|ALU]]: 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM (33 MHz) {{fileref|M5M410092B datasheet.pdf}}{{fileref|M5M410092FP datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}{{ref|http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf}}
*** Functional blocks: 4× 32-bit Pixel ALU (33 MHz), 4× 256-bit Global Bus (16 MHz), 4× 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 4× 1280-bit (8× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 4× 128-bit (16× 32-bit) dual-port SDRAM banks (16 MHz)
+
*** Functional blocks: 4× 32-bit Pixel ALU (33 MHz), 4× 256-bit Global Bus (16 MHz), 4× 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 4× 1280-bit (8× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 4× 128-bit (16× 32-bit) dual-port DRAM banks (16 MHz)
 
*** [[wikipedia:Render output unit|Render output units]]: 16× (4× 4) 8-bit ROP/blend units (33 MHz), 8× (4× 2) 32-bit [[wikipedia:Z-buffering|Z‑compare]] units (33 MHz)
 
*** [[wikipedia:Render output unit|Render output units]]: 16× (4× 4) 8-bit ROP/blend units (33 MHz), 8× (4× 2) 32-bit [[wikipedia:Z-buffering|Z‑compare]] units (33 MHz)
 
*** Features: Blending, depth check, stencil & raster operations,{{ref|https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/}} [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Tiled rendering|tiled rendering]], 16/24/32-bit [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|hidden surface removal]], 30-85 Hz refresh rate, OpenGL support
 
*** Features: Blending, depth check, stencil & raster operations,{{ref|https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/}} [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Tiled rendering|tiled rendering]], 16/24/32-bit [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|hidden surface removal]], 30-85 Hz refresh rate, OpenGL support
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*** Renderer fillrate: 100 million pixels/sec (write)
 
*** Renderer fillrate: 100 million pixels/sec (write)
 
** [[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:Trilinear filtering|Trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, [https://web.archive.org/web/20130126073536/www.edge-online.com/features/brief-history-3d/3 reflection/environment mapping], 32×32 to 1024×1024 texture sizes
 
** [[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:Trilinear filtering|Trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, [https://web.archive.org/web/20130126073536/www.edge-online.com/features/brief-history-3d/3 reflection/environment mapping], 32×32 to 1024×1024 texture sizes
*** Texture RAM: 8 MB (16× 512 KB) Mitsubishi Cached SDRAM (33 MHz), 2× 64-bit (8× 16-bit),{{fileref|M5M4V4169TP datasheet.pdf}} 2.062 GB/sec (8× 264 MB/sec) texture RAM bandwidth,{{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} dual 2048×1024 texture sheets (4.2 million texels per frame)
+
*** Texture RAM: 8 MB (16× 512 KB) Mitsubishi Cached DRAM (33 MHz), 2× 64-bit (8× 16-bit),{{fileref|M5M4V4169TP datasheet.pdf}} 2.062 GB/sec (8× 264 MB/sec) texture RAM bandwidth,{{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} dual 2048×1024 texture sheets (4.2 million texels per frame)
 
*** Texture fillrate: 100 million [[wikipedia:Texel (graphics)|texels]]/sec, 16 million colored textures/sec
 
*** Texture fillrate: 100 million [[wikipedia:Texel (graphics)|texels]]/sec, 16 million colored textures/sec
 
** [[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]], flat sun 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]], flat sun shading
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* 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 294.165 [[Byte|MB]] (136 MB main, 124.157226 MB video, 33.695312 MB audio, 320 [[Byte|KB]] other)
 
* Memory: Up to 294.165 [[Byte|MB]] (136 MB main, 124.157226 MB video, 33.695312 MB audio, 320 [[Byte|KB]] other)
** [[wikipedia:Random-access memory|RAM]]: 34,345 KB (33.540039 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
+
** [[RAM]]: 34,345 KB (33.540039 MB) {{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
 
*** [[VRAM]]: 24,737 KB (5 MB framebuffer, 8 MB textures, 33 KB SRAM cache, 1 MB [[wikipedia:Display list|display list]], 4 MB polygons, 5 MB culling, 1152 KB [[wikipedia:Tiled rendering|tilemap]] generator VRAM) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}}
 
*** [[VRAM]]: 24,737 KB (5 MB framebuffer, 8 MB textures, 33 KB SRAM cache, 1 MB [[wikipedia:Display list|display list]], 4 MB polygons, 5 MB culling, 1152 KB [[wikipedia:Tiled rendering|tilemap]] generator VRAM) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}}
**** [[wikipedia:Framebuffer|Framebuffer]]: 5 MB (4× 1.25 MB) [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM (5 MB framebuffer Video SDRAM, 1 KB pixel buffer SRAM [[wikipedia:Cache (computing)|cache]]) {{fileref|M5M410092FP datasheet.pdf/}}
+
**** [[wikipedia:Framebuffer|Framebuffer]]: 5 MB (4× 1.25 MB) [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM (5 MB framebuffer Video DRAM, 1 KB pixel buffer SRAM [[wikipedia:Cache (computing)|cache]]) {{fileref|M5M410092FP datasheet.pdf/}}
**** [[wikipedia:Texture memory|Texture RAM]]: 8 MB (16× 512 KB) Mitsubishi Cached SDRAM (8 MB SDRAM, 32 KB [[SRAM]] cache) {{fileref|M5M4V4169TP datasheet.pdf}}
+
**** [[wikipedia:Texture memory|Texture RAM]]: 8 MB (16× 512 KB) Mitsubishi Cached DRAM (8 MB DRAM, 32 KB [[SRAM]] cache) {{fileref|M5M4V4169TP datasheet.pdf}}
 
**** 4 MB (8× 512 KB) [[wikipedia:Hitachi|Hitachi]] [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] {{fileref|HM5241605 datasheet.pdf}}
 
**** 4 MB (8× 512 KB) [[wikipedia:Hitachi|Hitachi]] [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] {{fileref|HM5241605 datasheet.pdf}}
 
*** 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)
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** Video board: Sega 837-12875 MODEL3 STEP 1.5
 
** Video board: Sega 837-12875 MODEL3 STEP 1.5
 
* Main CPU: IBM-Motorola PowerPC 603e @ 66 MHz
 
* Main CPU: IBM-Motorola PowerPC 603e @ 66 MHz
** Capabilities: 32-bit & 64-bit instructions, 142 MIPS, 200 MFLOPS
+
** Capabilities: 32-bit & 64-bit instructions/operations, 142 MIPS, 200 MFLOPS
* GPU: 2× Real3D Pro‑1000 @ 66 MHz
+
* GPU: 2× Sega 315-5830-B (Real3D Pro‑1000 @ 66 MHz)
 
** ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
 
** ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
 
*** Framebuffer fillrate: 2.112 billion pixels/sec (erase), 528 million pixels/sec (write), 264 million pixels/sec (read)
 
*** Framebuffer fillrate: 2.112 billion pixels/sec (erase), 528 million pixels/sec (write), 264 million pixels/sec (read)
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** Video board: Sega 837-12716 MODEL3 STEP2
 
** Video board: Sega 837-12716 MODEL3 STEP2
 
* CPU: IBM-Motorola PowerPC 603 603R @ 166 MHz
 
* CPU: IBM-Motorola PowerPC 603 603R @ 166 MHz
** Capabilities: 32-bit & 64-bit instructions, 498 MIPS,{{fileref|TSPC603R datasheet.pdf}} 332 MFLOPS)
+
** Capabilities: 32-bit & 64-bit instructions/operations, [[:File:TSPC603R datasheet.pdf|498 MIPS]], [http://www.segatech.com/archives/january1998.html 332 MFLOPS])
* GPU: 6× Real3D Pro‑1000 @ 50 MHz {{fileref|Real3DPro1000ProductDescription.pdf}}
+
* GPU: 6× Sega 315-6060 ([[:File:Real3DPro1000ProductDescription.pdf|Real3D Pro‑1000]] @ 50 MHz)
 
** ALU: 15× Mitsubishi 3D‑RAM (33 MHz)
 
** ALU: 15× Mitsubishi 3D‑RAM (33 MHz)
 
** Geometrizers: 6 custom ASIC geometry processors (50 MHz), with 6 floating-point units (32-bit)
 
** Geometrizers: 6 custom ASIC geometry processors (50 MHz), with 6 floating-point units (32-bit)
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*** Renderer fillrate: 300 million pixels/sec (write)
 
*** Renderer fillrate: 300 million pixels/sec (write)
 
** Texture mapping:
 
** Texture mapping:
*** Texture RAM: 21 MB (42× 512 KB) Mitsubishi Cached SDRAM (33 MHz) {{fileref|M5M4V4169TP datasheet.pdf}}
+
*** Texture RAM: 21 MB (42× 512 KB) Mitsubishi Cached DRAM (33 MHz)
 
*** Texture fillrate: 300 million texels/sec, 48 million colored textures/sec
 
*** Texture fillrate: 300 million texels/sec, 48 million colored textures/sec
 +
** [[VRAM]]:
 +
*** Framebuffer: 18.75 MB (15× 1.25 MB) [[:File:M5M410092FP datasheet.pdf|Mitsubishi 3D-RAM]] (18.75 MB framebuffer Video DRAM, 3.75 KB pixel buffer [[SRAM]] cache)
 +
*** Texture RAM: 21 MB (42× 512 KB) [[:File:M5M4V4169TP datasheet.pdf|Mitsubishi Cached DRAM]] (8 MB DRAM, 84 KB SRAM cache)
 
}}
 
}}
  

Revision as of 13:30, 18 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 Real3D 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. Following their success with the Model 2's graphics chip, Real3D (a spin-off company from Lockheed Martin) were unable to finalise the specifications of the Model 3's GPU, the Real3D Pro-1000 graphics processors, until late 1995 or early 1996. By this time, Real3D had partnered with Mitsubishi, which provided the ALU and graphics memory for the Pro-1000.[1] Sega had planned to release the Model 3 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 Mitsubishi 3D-RAM ALU 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

Step 1.0 Specifications

Step 1.5 Specifications

Sega Model 3 Step 1.5 made the following changes in late 1996: [3]

  • Board Composition: CPU + VIDEO + ROM boards
    • Video board: Sega 837-12875 MODEL3 STEP 1.5
  • Main CPU: IBM-Motorola PowerPC 603e @ 66 MHz
    • Capabilities: 32-bit & 64-bit instructions/operations, 142 MIPS, 200 MFLOPS
  • GPU: 2× Sega 315-5830-B (Real3D Pro‑1000 @ 66 MHz)
    • ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
      • Framebuffer fillrate: 2.112 billion pixels/sec (erase), 528 million pixels/sec (write), 264 million pixels/sec (read)
      • Geometric performance: 528 million operations/sec, 7 million vectors/sec, 4 million triangle polygons/sec, 4 million tiles/sec
      • Polygon fillrate: 300 million pixels/sec
    • Geometrizers: 2 custom ASIC geometry processors (66 MHz), with 2 floating-point units (32-bit)
      • Geometrizer performance: 2.64 million textured triangle polygons/sec (1.32 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering
    • Renderers: 2 pixel processors (66 MHz)
      • Renderer fillrate: 132 million pixels/sec (write)

Step 2.0 Specifications

Sega Model 3 Step 2.0 made the following changes in 1997: [3]

  • Board Composition: CPU + VIDEO + ROM boards
    • Video board: Sega 837-12716 MODEL3 STEP2
  • CPU: IBM-Motorola PowerPC 603 603R @ 166 MHz
  • GPU: 6× Sega 315-6060 (Real3D Pro‑1000 @ 50 MHz)
    • ALU: 15× Mitsubishi 3D‑RAM (33 MHz)
    • Geometrizers: 6 custom ASIC geometry processors (50 MHz), with 6 floating-point units (32-bit)
      • Geometrizer performance: 6 million textured triangle polygons/sec (3 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering
    • Renderers: 6 pixel processors (50 MHz)
      • Renderer fillrate: 300 million pixels/sec (write)
    • Texture mapping:
      • Texture RAM: 21 MB (42× 512 KB) Mitsubishi Cached DRAM (33 MHz)
      • Texture fillrate: 300 million texels/sec, 48 million colored textures/sec
    • VRAM:
      • Framebuffer: 18.75 MB (15× 1.25 MB) Mitsubishi 3D-RAM (18.75 MB framebuffer Video DRAM, 3.75 KB pixel buffer SRAM cache)
      • Texture RAM: 21 MB (42× 512 KB) Mitsubishi Cached DRAM (8 MB DRAM, 84 KB SRAM cache)

Step 2.1 Specifications

Sega Model 3 Step 2.1 made the following change in 1998: [3]

  • Board Composition: CPU + VIDEO + ROM boards
    • Video board: Step 2.1: Sega 837-13368 MODEL3 STEP2.1

Hardware Images

List of Games

Step 1.0

Step 1.5

Step 2.0

Step 2.1


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