Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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*** Model data VRAM: 32 MB [http://www.system16.com/hardware.php?id=725]
 
*** Model data VRAM: 32 MB [http://www.system16.com/hardware.php?id=725]
 
** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
** Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Storage media: [[wikipedia:Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Storage media: [[wikipedia:Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
** ROM access time: Under 100 [[wikipedia:Nanosecond|nanoseconds]]
 +
** ROM can be accessed directly, and effectively be used as RAM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) [http://www.system16.com/hardware.php?id=725] with 8-bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) [http://www.system16.com/hardware.php?id=725] with 8-bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
* Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, [[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
 
* Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, [[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
 
** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
 
** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
 
** Dual monitor: 992×768 to 1600×608 pixels
 
** Dual monitor: 992×768 to 1600×608 pixels
* Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
 
* [http://gaming.wikia.com/wiki/Instructions_per_second GFLOPS] performance: 7.5 GFLOPS{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* [http://gaming.wikia.com/wiki/Instructions_per_second GFLOPS] performance: 7.5 GFLOPS{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Textures per pass: 10{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Textures per pass: 10{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
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* [[wikipedia:Fillrate|Fillrate]]:
 
* [[wikipedia:Fillrate|Fillrate]]:
 
** Rendering: 2 billion pixels/sec{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}} (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Rendering: 2 billion pixels/sec{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}} (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
** Textures: 200 million [[wikipedia:Texel (graphics)|texels]]/sec
+
** Textures: At least 200 million [[wikipedia:Texel (graphics)|texels]]/sec for rasterizer GPU
 
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 
* Connection: JAMMA Video compliant
 
* Connection: JAMMA Video compliant

Revision as of 08:57, 11 October 2015

NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Release Date RRP Code

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The Sega NAOMI 2 is an arcade board developed by Sega and is a successor to Sega NAOMI hardware. It was originally released in 2000, and stands as a beefed up version of the NAOMI specification. It is also fully backwards compatible with its predecessor.

The NAOMI 2 is by and large a more powerful successor of the NAOMI, adding a secondary CPU and GPU at higher clock rates, adding a new T&L GPU, and increasing the main graphics memory. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects. It was more affordable than the Sega Hikaru arcade system that preceded it.

As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.

Technical Specifications

  • Main CPU: 2× Hitachi SH-4 @ 400 MHz[1]
  • Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
    • Internal CPU: 32-bit ARM7 RISC CPU @ 45 MHz [1]
    • CPU performance: 17 MIPS[3]
    • PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),[4] 128 channels [2]
    • Other features: DSP, sound synthesizer
  • Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz [3]
  • Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [5] @ 200 MHz[1]
    • Bits: 64-bit per GPU[1]
    • Texture mapping: Bump mapping, mipmapping,[6] environment mapping, texture compression,[3] multi-texturing,[7] perspective correction,[4] normal maping (Dot3 bump mapping)
    • Filtering: Point filtering,[4] bilinear filtering,[3] trilinear filtering, anisotropic filtering[4]
    • Anti-aliasing: Super-sampling anti-aliasing (SSAA),[4] full-scene anti-aliasing (FSAA)[7]
    • Alpha blending: 256 levels of transparency,[4] multi-pass blending,[7] translucency sorting[7]
    • Shading: Perspective-correct ARGB Gouraud shading,[7] shadows[4]
    • Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[7] 256 fog effects,[4] per-pixel table fog,[7] per-pixel lighting[8]
    • Polygons: Quad polygons, triangle polygons
    • GMV (general modifier volumes):[4] Light beams, shadows, lasers, glowing suns[9]
  • Operating systems:
  • RAM: 168 MB
  • Storage media: ROM board, GD-ROM drive[2]
    • ROM access time: Under 100 nanoseconds
    • ROM can be accessed directly, and effectively be used as RAM.[10]
  • Color depth: 32-bit ARGB,[4] 16,777,216 colors (24-bit color) [8] with 8-bit (256 levels) alpha blending,[2] YUV and RGB color spaces, color key overlay[7]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[11] progressive scan
    • Single monitor: 496×384 to 800×608 pixels[12]
    • Dual monitor: 992×768 to 1600×608 pixels
  • GFLOPS performance: 7.5 GFLOPS[1]
  • Textures per pass: 10[1]
  • Polygon performance:
    • 10 million textured polygons/sec, with 6 light sources per polygon,[2] shadows, trilinear filtering and other effects
    • 28 million textured polygons/sec (14 million per rasterizer GPU), with lighting, shadows and trilinear filtering
    • 40 million polygons/sec (20 million per CPU & rasterizer GPU), with lighting
    • 100 million polygons/sec (raw),[1] without lighting or texture mapping
  • Fillrate:
    • Rendering: 2 billion pixels/sec[5] (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
    • Textures: At least 200 million texels/sec for rasterizer GPU
  • Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
  • Connection: JAMMA Video compliant

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


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Originating in arcades









Console-based hardware








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