Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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* Board composition: Motherboard + Daughter Board + DIMM Board
 
* Board composition: Motherboard + Daughter Board + DIMM Board
 
* Storage media: [[GD-ROM]] drive
 
* Storage media: [[GD-ROM]] drive
* Memory: 192.25 [[Byte|MB]] to 448.25 MB
+
* [[RAM]]: 392–648 MB
** [[RAM]]: 168.25 MB to 424.25 MB
+
** Main RAM: 32 MB
*** Main SDRAM: 32 MB
+
** [[VRAM]]: 96 MB
*** L2 cache: 256 KB
+
** Sound RAM: 8 MB
*** [[VRAM|Video RAM]]: 128 MB
+
** DIMM RAM: 256–512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 1/2× 64-bit,{{fileref|M366S3323CT0 datasheet.pdf}} 1064–2128 MB/sec)
*** Sound SDRAM: 8 MB
+
* L2 cache: 256 KB
*** DIMM RAM: 256-512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 64-bit,{{ref|http://www.datasheets360.com/part/detail/m366s3323ct0-c7a/8765767561000035162/}} 1.04 GB/sec)
+
* [[ROM]]: 24 MB [[EPROM]]
*** Bandwidth: 7.44 GB/sec (no overdraw) to 22.32 GB/sec (2× overdraw)
 
** [[ROM]]: 24 MB [[EPROM]]
 
 
}}
 
}}
  

Revision as of 10:04, 1 December 2015


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NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal
Add-ons: GD-ROM
Release Date RRP Code

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. Since it uses similar NAOMI architecture (but significantly beefed up), 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 rasterizer GPU at higher clock rates, adding a new powerful T&L GPU, and increasing the 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 also more affordable than the very expensive Sega Hikaru arcade system that preceded it.

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

Development

VideoLogic's Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and Dreamcast console launched. [1]

Technical Specifications

NAOMI 2 Specifications

Graphics

  • Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz
    • Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting [3]
    • Vertex support: Combined dynamic and static model processing [3]
    • Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [6]
    • Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects [7]
    • Textures per pass: 10 [2]
    • Floating-point performance: 7.5 GFLOPS [2]
    • Geometric performance: 10 million textured polygons/sec with 6 light sources per polygon,[3] shadows, trilinear filtering and other effects
    • Fillrates:
      • Rendering fillrate: 2 billion pixels/sec [7]
      • Texture fillrate: 1 billion texels/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
  • Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz [2]
    • Bus width: 128-bit (64-bit per GPU) [2]
    • RAMDAC: 230 MHz
    • Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.[8] See Sega NAOMI Specifications and Sega Dreamcast Specifications for more details on PowerVR2 graphics system.
    • Rendering output units: 2 ROP units
    • Geometric performance:
      • More than 40 million polygons/sec, with lighting (effective performance, including overdrawn and back-facing polygons)
      • 28 million textured polygons/sec, with lighting, shadows and trilinear filtering (on-screen front-facing polygons)
      • 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing (on-screen front-facing polygons)
    • Rendering fillrate:
      • 6.4 billion pixels/sec, for purely opaque "punch through" polygons (64 pixels per clock cycle)
      • 2 billion pixels/sec, for transparent polygons
      • 2-6 billion pixels/sec, depending on opacity/translucency of polygons
    • Texture fillrate:
      • 400 million texels/sec, for front-facing textures drawn on screen
      • 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
  • Color depth: 32-bit ARGB,[5] 16,777,216 colors (24-bit color) with 8-bit (256 levels) alpha blending,[3] YUV and RGB color spaces, color key overlay [9]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[10] progressive scan
    • Single monitor: 496×384 to 800×608 pixels [11]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Geometric performance: 100 million polygons/sec (raw) [2]

Memory

  • Overall memory: 304–584 MB
  • System RAM: 136 MB SDRAM [12]
    • Main RAM: 32 MB
    • VRAM: 96 MB
      • Elan: 32 MB (geometry/model data)
      • PowerVR2: 64 MB (2× 32 MB)
    • Sound RAM: 8 MB
  • L2 cache: 256 KB [2]
  • Game ROM:
  • Cartridge ROM: 168–448 MB
    • 2000 format: 168–280 MB (24 MB EPROM,[13] 144–256 MB FlashROM/MROM)
    • 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM)[14]
    • Note: ROM access time under 100 nanoseconds. High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [15]

NAOMI 2 GD-ROM Specifications

The NAOMI 2 GD-ROM specification has the following memory differences: [3]

  • Board composition: Motherboard + Daughter Board + DIMM Board
  • Storage media: GD-ROM drive
  • RAM: 392–648 MB
    • Main RAM: 32 MB
    • VRAM: 96 MB
    • Sound RAM: 8 MB
    • DIMM RAM: 256–512 MB SDRAM (133 MHz,[16] 1/2× 64-bit,[17] 1064–2128 MB/sec)
  • L2 cache: 256 KB
  • ROM: 24 MB EPROM

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


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