Sega NAOMI 2

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NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
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, 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 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

  • Main CPU: 2× Hitachi SH-4 @ 400 MHz[2]
  • Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
    • Internal CPU: 32-bit ARM7 RISC CPU @ 45 MHz
    • CPU performance: 17 MIPS[4]
    • PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),[5] 128 channels
    • Other features: DSP, sound synthesizer
  • 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 [1]
    • Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects[6]
    • 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[6]
      • 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]
    • Bits: 64-bit per GPU[2]
    • Texture mapping: Bump mapping, mipmapping,[7] environment mapping, texture compression,[4] multi-texturing,[8] perspective correction,[5] normal maping (Dot3 bump mapping)
    • Filtering: Point filtering,[5] bilinear filtering,[4] trilinear filtering, anisotropic filtering[5]
    • Anti-aliasing: Super-sampling anti-aliasing (SSAA),[5] full-scene anti-aliasing (FSAA)[8]
    • Alpha blending: 256 levels of transparency,[5] multi-pass blending,[8] translucency sorting[8]
    • Shading: Perspective-correct ARGB Gouraud shading,[8] shadows[5]
    • Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[8] 256 fog effects,[5] per-pixel table fog,[8] per-pixel lighting[9]
    • Polygons: Quad polygons, triangle polygons
    • GMV (general modifier volumes):[5] Light beams, shadows, lasers, glowing suns[10]
    • Geometric performance: 28 million textured polygons/sec (14 million per rasterizer GPU) with lighting, shadows and trilinear filtering
    • Fillrate:
      • Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
      • Textures: 200 million tevels/sec (no overdraw) to 2 billion texels/sec (9× overdraw)
  • Operating systems:
  • Memory: Up to 448.25 MB
    • RAM: 168.25 MB[2][3]
      • Main SDRAM: 32 MB (1.6 GB/sec)
      • L2 cache: 256 KB
      • Video RAM: 128 MB (3.2 GB/sec)
        • Elan VRAM: 64 MB (1.6 GB/sec)
          • Elan geometry VRAM: 32 MB
          • Model data VRAM: 32 MB
        • PowerVR2 SDRAM: 64 MB (1.6 GB/s)
      • Sound SDRAM: 8 MB (200 MHz, 64-bit, 1.6 GB/sec)
      • Bandwidth: 6.4 GB/sec (no overdraw) to 19.2 GB/sec (2× overdraw)
    • ROM: Up to 280 MB (24 MB EPROM,[11] 256 MB Mask ROM)
      • ROM access time: Under 100 nanoseconds
      • High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.[12]
  • Storage media: ROM board[3]
  • 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[8]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[13] progressive scan
    • Single monitor: 496×384 to 800×608 pixels[14]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Geometric performance: 100 million polygons/sec (raw)[2]
  • Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
  • Connection: JAMMA Video compliant

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
  • Memory: 192.25 MB to 448.25 MB
    • RAM: 168.25 MB to 424.25 MB
      • Main SDRAM: 32 MB
      • L2 cache: 256 KB
      • Video RAM: 128 MB
      • Sound SDRAM: 8 MB
      • DIMM RAM: 256-512 MB SDRAM (133 MHz,[15] 64-bit,[16] 1.04 GB/sec)
      • Bandwidth: 7.44 GB/sec (no overdraw) to 22.32 GB/sec (2× overdraw)
    • ROM: 24 MB EPROM

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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