Difference between revisions of "Sega Model 3"
From Sega Retro
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− | | maker=[[Sega]] | + | | maker=[[Sega Enterprises, Ltd.]] |
| distributor= | | distributor= | ||
| variants= | | variants= | ||
| add-ons= | | add-ons= | ||
| processor= | | processor= | ||
− | | releases={{ | + | | releases={{releasesArcade |
− | | | + | | system_date_jp=[[AOU Show 1996|1996-02]] |
− | | | + | | system_date_us=[[ACME 1996|1996-03]] |
− | | | + | | system_rrp_us=20,000{{ref|https://web.archive.org/web/20010305074013/segatech.com/arcade/naomi1/index.html}} |
− | | | + | | system_date_world=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 '''Sega Model 3''' (モデル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 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. | ||
==Hardware== | ==Hardware== | ||
− | The Model 3 hardware is very different to the [[Sega Model 1]] and Model 2 boards which preceded it. The Model 3 utilized Real3D Pro-1000 graphics processing units, designed by [[Lockheed Martin|Real3D]] 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 hardware is very different to the [[Sega Model 1]] and Model 2 boards which preceded it. The Model 3 utilized Real3D Pro-1000 graphics processing units, designed by [[Lockheed Martin|Real3D]] 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. | ||
==Technical specifications== | ==Technical specifications== | ||
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− | * Board Composition: CPU Board + VIDEO Board + ROM Board + Network/Communication Board + Security Board{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h}} | + | * Board Composition: CPU Board + VIDEO Board + ROM Board + Network/Communication Board + Security Board{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h Model3.h (Supermodel)]}} |
− | * Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz{{ref| | + | * Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz{{ref|https://web.archive.org/web/20010306005720/segatech.com/archives/january1998.html}} |
− | + | :* Capabilities: 64‑bit bus width, 32/64‑bit instructions/operations, 198 [[wikipedia:Instructions per second|MIPS]],{{fileref|TSPC603R datasheet.pdf}} 132 MFLOPS, direct high-speed access to main CROM (CPU ROM) on game ROM board{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp Model3.cpp (Supermodel)]}}{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} | |
* Network/Communication Board CPU: [[Motorola 68000]] (16/32‑bit) @ 12 MHz (2.1 MIPS) | * Network/Communication Board CPU: [[Motorola 68000]] (16/32‑bit) @ 12 MHz (2.1 MIPS) | ||
* ROM Board [[wikipedia:Generic array logic|GAL]]: Sega 315-5983 (GAL16V8B) @ 100 MHz{{fileref|GAL16V8B datasheet.pdf}} | * ROM Board [[wikipedia:Generic array logic|GAL]]: Sega 315-5983 (GAL16V8B) @ 100 MHz{{fileref|GAL16V8B datasheet.pdf}} | ||
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* Sound CPU : [[Motorola 68000]] (16/32‑bit) @ 12 MHz (2.1 MIPS) | * Sound CPU : [[Motorola 68000]] (16/32‑bit) @ 12 MHz (2.1 MIPS) | ||
− | * Sound Chip: | + | * Sound Chip: 2x [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]] |
− | + | :* DSP: 2x "LAKE" FH1 128-step DSP @ 22.6 MHz{{fileref|ST-103-R1-040194.pdf}} | |
− | + | :* Bus width: 2x 24‑bit internal, 2x 16‑bit external{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}} | |
− | + | :* [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16‑bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]]) | |
− | + | :* Other features: [[wikipedia:MIDI|MIDI]] interface, 32 MIDI channels, 32 [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels, 32 [[wikipedia:Low-frequency oscillation|LFO]] channels, [[wikipedia:Quadraphonic sound|4-channel]] [[wikipedia:Surround sound|surround sound]], 16.5 MB SROM (Sound [[ROM]]) | |
* Optional Sound Board: MPEG Sound Board | * Optional Sound Board: MPEG Sound Board | ||
− | + | :* Sound CPU: [[Motorola 68000]] or [[Zilog Z80]] | |
− | + | :* Sound chip: [[NEC]] uD65654GF102 | |
− | + | :* Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers | |
}} | }} | ||
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* Video Board: [[Sega]] 837-11859 MODEL3 | * Video Board: [[Sega]] 837-11859 MODEL3 | ||
− | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: | + | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2x Sega 315-5830-A ([[Lockheed Martin|Real3D]] Pro‑1000) @ 50 MHz |
− | * | + | :* 20 core processors: 2x Geometry Engine ASIC, 4x Mitsubishi 3D‑RAM ALU, 4x Pixel Processors,{{fileref|Real3D100ArchitectureOverview.pdf|page=12}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}} 4x Texture Processors, 2 [[wikipedia:Direct memory access|DMA]] devices,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.cpp Real3D.cpp (Supermodel)]}} 2 tile generators,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/TileGen.cpp TileGen (Supermodel)]}} 2 Fragment Processors |
− | + | :* 36 core units: 2x Geometry Engine ASIC, 24 Mitsubishi 3D‑RAM ALU units, 4x Pixel Processors, 4x Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors | |
− | * | + | * GPU Geometrizers: 2x Geometry Engine [[wikipedia:ASIC|ASIC]] (50 MHz, 2x 32‑bit floating-point units) |
− | + | :* Geometrizer features: [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]], [[wikipedia:Hidden surface determination|culling]], 24‑bit hidden surface removal, [[wikipedia:Clipping (computer graphics)|clipping]], 24‑bit floating-point Z-buffering, depth buffer, stencil buffer, particle effects{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp Model 3 (Video)]}} | |
− | + | :* [[wikipedia:Computer graphics lighting|Lighting]]: Parallel light, pin-point light, 4 light spots, 4 [[wikipedia:Shading#Spotlight lighting|spot lights]], pin spot light, [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Specular highlight|specular highlighting]], headlight illumination, landing lights, glare effects, sunlight | |
− | + | :* Geometry performance: 8 million lit vertices/sec{{ref|Over 2 million lit quads/sec (over 1 million polygons/sec per Geometrizer){{fileref|Real3DPro1000ProductDescription.pdf|page=8}}{{fileref|Real3DPro1000ProductDescription.pdf|page=16}}|group=n}} | |
− | + | :* Floating-point performance: 900 [[wikipedia:MFLOPS|MFLOPS]] (520 million [[wikipedia:Multiply–accumulate operation|MAC operations]]/sec){{ref|908 MFLOPS (524 million MAC operations per second), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp Model 3 (Video)]}}|group=n}} | |
− | * GPU [[wikipedia:Arithmetic logic unit|ALU]]: | + | * GPU [[wikipedia:Arithmetic logic unit|ALU]]: 4x [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM{{ref|33 MHz, 2 ALU per GPU){{fileref|M5M410092B datasheet.pdf}}{{fileref|M5M410092FP datasheet.pdf}}|group=n}}{{ref|[http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf A 10 Mb frame buffer memory with Z-compare and A-blend units]}} |
− | + | :* 24 core units: 16x 8‑bit [[wikipedia:Render output unit|ROP]]/blend units,{{ref|33 MHz, 4 units per ALU|group=n}} 8x 32‑bit [[wikipedia:Z-buffering|Z‑compare]] units{{ref|33 MHz, 2 units per ALU|group=n}} | |
− | + | :* Functional blocks per ALU: 32‑bit Pixel ALU,{{ref|33 MHz|group=n}} 256‑bit Global Bus,{{ref|16 MHz|group=n}} 256/32‑bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache,{{ref|16/33 MHz|group=n}} 1280‑bit{{ref|2x 640‑bit|group=n}} [[wikipedia:Sequential access memory|SAM]] Video Buffers,{{ref|27 MHz|group=n}} 128‑bit{{ref|16x 32‑bit|group=n}} dual-port DRAM banks{{ref|16 MHz|group=n}} | |
− | + | :* 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 | |
− | + | :* [[wikipedia:Framebuffer|Framebuffers]]: 320×200 to [[wikipedia:SXGA|1280×1024]],{{ref|16/24/32‑bit|group=n}} [[wikipedia:Z-buffering|Z-buffer]]{{ref|16/24/32‑bit|group=n}} | |
− | + | :* Bus width: 1024‑bit{{ref|4x 256‑bit|group=n}} internal, 128‑bit{{ref|4x 32‑bit|group=n}} external | |
− | + | :* Performance: 528 million operations/sec, 7 million vectors/sec, 4 million tiles/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | |
− | + | * GPU Renderers: 4x [[wikipedia:Pixel shader|Pixel Processors]] (50 MHz) | |
− | + | :* [[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, S-buffer anti-aliasing technology | |
− | + | :* [[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 | |
− | * GPU [[wikipedia:Texture mapping unit|Texture Mapping Units]]: | + | * GPU [[wikipedia:Texture mapping unit|Texture Mapping Units]]: 4x Texture Processors (50 MHz){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp Model 3 (Video)]}} |
− | + | :* Capabilities: Full color [[wikipedia:Texture mapping|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], 4‑bit to 24‑bit color per texture | |
− | + | :* Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped) | |
− | + | :* Texture RAM: 8 MB,{{ref|16x 512 KB|group=n}} Mitsubishi CDRAM,{{ref|Cached DRAM, 33 MHz{{fileref|M5M4V4169TP datasheet.pdf}}|group=n}} dual 2048×1024 texture sheets (4.2 million [[texel]]s per frame) | |
* 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 | * 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]]: 60 Hz,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}} 60 [[wikipedia:Frame rate|frames per second]] | |
* [[Palette|Color Depth]]: 32‑bit [[wikipedia:RGBA color space|ARGB]], 24‑bit RGB (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]] | * [[Palette|Color Depth]]: 32‑bit [[wikipedia:RGBA color space|ARGB]], 24‑bit RGB (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]] | ||
* 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 | ||
* Special effects: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], 64 levels of 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] | * Special effects: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], 64 levels of 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] | ||
− | * Floating-Point Performance: | + | * Floating-Point Performance: 1 [[wikipedia:GFLOPS|GFLOPS]] (590 million MAC operations/sec){{ref|132 MFLOPS CPU (66 MAC operations per second),{{ref|1=[http://www.mit.edu/afs/sipb/contrib/doc/specs/ic/cpu/powerpc/mpc603e.pdf#page=35 PowerPC 603e: RISC Microprocessor User's Manual (page 35)]}} 908 MFLOPS GPU (524 million MAC operations per second)|group=n}} |
+ | :* Geometry performance: 8.7 million lit vertices/sec{{ref|PowerPC 603e: 790,419 lit vectors/sec (334 cycles per lit quad) (262 MAC operations, 4 divides) (1 cycle per MAC,{{ref|1=[http://www.mit.edu/afs/sipb/contrib/doc/specs/ic/cpu/powerpc/mpc603e.pdf#page=35 PowerPC 603e: RISC Microprocessor User's Manual (page 35)]}} 18 cycles per divide){{ref|1=[http://www.mit.edu/afs/sipb/contrib/doc/specs/ic/cpu/powerpc/mpc603e.pdf#page=252 PowerPC 603e: RISC Microprocessor User's Manual (page 252)]}} <br> Real3D Pro-1000: 8 million lit vertices/sec|group=n}} | ||
+ | * Rendering [[Fillrate]]: | ||
+ | :* Framebuffer: 528 [[Pixel|MPixels/s]] (write), 2.112 [[Pixel|GPixels/s]] (erase){{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | ||
+ | :* Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 MPixels/s (4 million triangles/sec){{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | ||
+ | :* Textured polygons: 200 MPixels/s,{{fileref|Real3DPro1000ProductDescription.pdf|page=9}} with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | ||
+ | * Texture Fillrate: 200 [[Texel|MTexels/s]], 16 million colored textures/sec{{fileref|Real3DPro1000ProductDescription.pdf}} | ||
* Rendering Performance: | * Rendering Performance: | ||
− | + | :* Raw polygons: 4 million triangles/sec, 7 million vectors/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | |
− | + | :* Textured polygons: 2 million polygons/sec (100-pixel polygons), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | |
− | + | * VROM Access: GPU has direct access to VROM (Video ROM) on game ROM board,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h Real3D.h (Supermodel)]}} with fast [[wikipedia:Mask ROM|Mask ROM]] access speed allowing it to stream polygon/texture data directly from VROM{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} | |
− | |||
− | |||
− | |||
− | |||
− | * VROM Access: GPU has direct access to VROM (Video ROM) on game ROM board,{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h}} with fast [[wikipedia:Mask ROM|Mask ROM]] access speed allowing it to stream polygon/texture data directly from VROM{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} | ||
* Hardware support: Motion capture{{fileref|GameOn US 06.pdf|page=7}} | * Hardware support: Motion capture{{fileref|GameOn US 06.pdf|page=7}} | ||
}} | }} | ||
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====Memory==== | ====Memory==== | ||
{{multicol| | {{multicol| | ||
− | * Memory: Up to 251.23 [[Byte|MB]] (144 MB main, 89.157226 MB video, 17.570312 MB sound, 512 [[Byte|KB]] other){{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}} | + | * Memory: Up to 251.23 [[Byte|MB]] (144 MB main, 89.157226 MB video, 17.570312 MB sound, 512 [[Byte|KB]] other){{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp Model3.cpp (Supermodel)]}} |
* [[RAM]]: 35,561 KB (34.727539 MB) | * [[RAM]]: 35,561 KB (34.727539 MB) | ||
− | + | :* Main RAM: 8 MB (3 MB [[wikipedia:SGRAM|SGRAM]]){{fileref|KM4132G271A datasheet.pdf}} | |
− | + | :* [[VRAM]]: 25,761 KB (5121 KB framebuffers, 9248 KB textures, 1 MB [[wikipedia:Display list|display list]], 4 MB polygons, 5 MB culling,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h Real3D.h (Supermodel)]}} 1152 KB tile generator){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp Model 3 (Video)]}} | |
− | + | ::* [[wikipedia:Framebuffer|Framebuffer]] RAM: 5121 KB [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM (5 MB DRAM, 1 KB [[pixel]] buffer SRAM [[wikipedia:Cache (computing)|cache]]){{fileref|M5M410092FP datasheet.pdf}} | |
− | + | ::* [[wikipedia:Texture memory|Texture RAM]]: 9248 KB (8 MB Mitsubishi CDRAM, 32 KB [[SRAM]] cache,{{fileref|M5M4V4169TP datasheet.pdf}} 1 MB [[wikipedia:FIFO (computing and electronics)|FIFO]]) | |
− | + | ::* [[wikipedia:SDRAM|SDRAM]]: 4 MB{{fileref|HM5241605 datasheet.pdf}} | |
− | + | :* Sound RAM: 1096 KB (64 KB main, 1032 KB SCSP [[wikipedia:DRAM|DRAM]]; 512 KB per SCSP chip){{fileref|HM514270 datasheet.pdf}} | |
− | + | :* Other RAM: 512 KB (192 KB security,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h Model3.h (Supermodel)]}} 192 KB network/communication [[SRAM]],{{fileref|N341256 datasheet.pdf}} 128 KB backup SRAM/[[wikipedia:Non-volatile random-access memory|NVRAM]]){{fileref|LH52B256 datasheet.pdf}} | |
− | * [[ROM]]: Up to 216.5 MB{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h}} | + | * [[ROM]]: Up to 216.5 MB{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h Model3.h (Supermodel)]}} |
− | + | :* CROM: 136 MB (CPU ROM) | |
− | + | :* VROM: 64 MB (Video ROM) | |
− | + | :* SROM: 16.5 MB (Sound ROM) | |
}} | }} | ||
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* Memory Bandwidth: 4.9 GB/s{{ref|3.8815 GB/s RAM, 1.018 GB/s ROM|group=n}} | * Memory Bandwidth: 4.9 GB/s{{ref|3.8815 GB/s RAM, 1.018 GB/s ROM|group=n}} | ||
− | + | :* Video memory: 3.612 GB/s{{ref|3.212 GB/s VRAM, 400 MB/s VROM|group=n}} | |
* RAM Bandwidth: 3.8815 GB/s | * RAM Bandwidth: 3.8815 GB/s | ||
− | + | :* Main RAM: 528 MB/s{{ref|64‑bit, 66 MHz{{fileref|KM4132G271A datasheet.pdf}}|group=n}} | |
− | + | :* VRAM: 3.212 GB/s | |
− | + | ::* Framebuffers: 2.2 GB/s{{ref|1.1 GB/s per GPU,{{fileref|Real3D100ArchitectureOverview.pdf}} 546 MB/s per 3D-RAM{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}|group=n}} | |
− | + | ::* Textures: 2.112 GB/s{{ref|8x 264 MB/s{{fileref|DRAM Technology.pdf}}|group=n}} | |
− | + | :* Sound RAM: 88.888889 MB/s{{ref|2x 16‑bit, 22.222222 MHz{{fileref|HM514270 datasheet.pdf}}|group=n}} | |
− | + | :* Other RAM: 52.571429 MB/s | |
− | + | ::* Backup NVRAM: 28.571428 MB/s{{ref|16‑bit, 14.285714 MHz{{fileref|LH52B256 datasheet.pdf}}|group=n}} | |
− | + | ::* Network/Communication Board: 24 MB/s{{ref|16‑bit, 12 MHz{{fileref|N341256 datasheet.pdf}}|group=n}} | |
* ROM Bandwidth: 1.018 GB/s | * ROM Bandwidth: 1.018 GB/s | ||
− | + | :* CROM: 528 MB/s{{ref|64‑bit, 66 MHz{{fileref|GAL16V8B datasheet.pdf}}|group=n}} | |
− | + | :* VROM: 400 MB/s{{ref|2x 32‑bit,{{ref|[https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h Real3D.h (Supermodel)]}} 50 MHz{{fileref|MC88915 datasheet.pdf}}|group=n}} | |
− | + | :* SROM: 90.4 MB/s{{ref|2x 16‑bit, 22.6 MHz|group=n}} | |
− | + | :* Note: High-speed access allows ROM to effectively be used as RAM, and polygon/texture data streamed directly from VROM to the GPU.{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} | |
}} | }} | ||
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* Video Board: Sega 837-12875 MODEL3 STEP 1.5 | * Video Board: Sega 837-12875 MODEL3 STEP 1.5 | ||
− | * GPU: | + | * GPU: 2x Sega 315-5830-B (Real3D Pro‑1000) @ 66 MHz |
− | * GPU Geometrizers: | + | * GPU Geometrizers: 2x Geometry Engine ASIC (66 MHz, 2x 32‑bit floating-point units) |
− | + | :* Geometry performance: 10 million lit vertices/sec{{ref|10.56 million lit vertices/sec|group=n}} | |
− | + | :* Floating-point performance: 1.1 GFLOPS (690 million MAC operations/sec){{ref|1198 MFLOPS (691 million MAC operations/sec)|group=n}} | |
− | * GPU ALU: | + | * GPU ALU: 4x Mitsubishi 3D‑RAM (33 MHz) |
− | + | :* Performance: 528 million operations/sec, 4 million tiles/sec | |
− | * GPU Renderers: | + | * GPU Renderers: 4x Pixel Processors (66 MHz) |
− | * GPU Texture Mapping Units: | + | * GPU Texture Mapping Units: 4x Texture Processors (66 MHz) |
− | * Floating-Point Performance: | + | * Floating-Point Performance: 1.3 GFLOPS (790 million MAC operations/sec){{ref|200 MFLOPS CPU (100 MAC operations per second),{{ref|1=[http://www.mit.edu/afs/sipb/contrib/doc/specs/ic/cpu/powerpc/mpc603e.pdf#page=35 PowerPC 603e: RISC Microprocessor User's Manual (page 35)]}} 1198 MFLOPS GPU (691 million MAC operations per second)|group=n}} |
+ | :* Geometry performance: 11 million lit vertices/sec{{ref|PowerPC 603e: 1,197,604 lit vectors/sec (334 cycles per lit quad) <br> Real3D Pro-1000: 10.56 million lit vertices/sec|group=n}} | ||
+ | * Rendering Fillrate: | ||
+ | :* Framebuffer: 528 MPixels/s (write), 2.1 GPixels/s (erase) | ||
+ | :* Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 MPixels/s (4 million triangles/sec) | ||
+ | :* Textured polygons: 260 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering | ||
+ | * Texture Fillrate: 260 MTexels/s | ||
* Rendering Performance: | * Rendering Performance: | ||
− | + | :* Raw polygons: 4 million triangles/sec, 7 million vectors/sec | |
− | + | :* Textured polygons: 2.6 million polygons/sec, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering | |
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
Line 161: | Line 165: | ||
{{multicol| | {{multicol| | ||
* Memory Bandwidth: 6.6 GB/s{{ref|5.1813 GB/s RAM, 1.4184 GB/s ROM|group=n}} | * Memory Bandwidth: 6.6 GB/s{{ref|5.1813 GB/s RAM, 1.4184 GB/s ROM|group=n}} | ||
− | + | :* Video memory: 4.8 GB/s{{ref|4.23984 GB/s VRAM, 528 MB/s VROM|group=n}} | |
* RAM Bandwidth: 5.1813 GB/s | * RAM Bandwidth: 5.1813 GB/s | ||
− | + | :* Main RAM: 800 MB/s{{ref|64‑bit, 100 MHz{{fileref|KM4132G271A datasheet.pdf}}|group=n}} | |
− | + | :* VRAM: 4.23984 GB/s | |
− | + | :* Sound RAM: 88.888889 MB/s | |
− | + | :* Other RAM: 52.571429 MB/s | |
* ROM Bandwidth: 1.4184 GB/s | * ROM Bandwidth: 1.4184 GB/s | ||
− | + | :* CROM: 800 MB/s{{ref|64‑bit, 100 MHz{{fileref|GAL16V8B datasheet.pdf}}|group=n}} | |
− | + | :* VROM: 528 MB/s{{ref|2x 32‑bit, 66 MHz{{fileref|MC88915 datasheet.pdf}}|group=n}} | |
− | + | :* SROM: 90.4 MB/s{{ref|2x 16‑bit, 22.6 MHz|group=n}} | |
}} | }} | ||
Line 176: | Line 180: | ||
The Sega Model 3 Step 2.0, released in 1997, was a substantial upgrade, with a higher CPU clock rate, significantly faster 3D engine (with an increased number of graphics chips), and more memory:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}} | The Sega Model 3 Step 2.0, released in 1997, was a substantial upgrade, with a higher CPU clock rate, significantly faster 3D engine (with an increased number of graphics chips), and more memory:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}} | ||
− | * CPU: IBM-Motorola PowerPC 603ev @ 166 MHz (498 MIPS,{{fileref|TSPC603R datasheet.pdf}} [ | + | * CPU: IBM-Motorola PowerPC 603ev @ 166 MHz (498 MIPS,{{fileref|TSPC603R datasheet.pdf}} [https://web.archive.org/web/20010306005720/segatech.com/archives/january1998.html 332 MFLOPS]) |
====Graphics==== | ====Graphics==== | ||
{{multicol| | {{multicol| | ||
* Video Board: Sega 837-12716 MODEL3 STEP2 | * Video Board: Sega 837-12716 MODEL3 STEP2 | ||
− | * GPU: | + | * GPU: 6x Sega 315-6060 (Real3D Pro‑1000) @ 50 MHz{{fileref|Real3DPro1000ProductDescription.pdf}}{{fileref|Real3D100ArchitectureOverview.pdf}} |
− | * | + | :* 59 core processors: 2x Geometry Engine ASIC, 15x Mitsubishi 3D‑RAM ALU, 12x Pixel Processors,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}}{{fileref|Real3D100ArchitectureOverview.pdf|page=12}} 12x Texture Processors, 6 DMA devices, 6 tile generators, 6 Fragment Processors |
− | * | + | :* 122 core units: 2x Geometry Engine ASIC, 90 Mitsubishi 3D‑RAM ALU units, 12x Pixel Processors, 12x Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors |
− | * GPU Geometrizers: | + | * GPU Geometrizers: 6x Geometry Engine ASIC (50 MHz, 6x 32‑bit floating-point units) |
− | + | :* Lighting: 12 light spots, 12 spot lights | |
− | + | :* Geometry performance: 24 million lit vertices/sec{{ref|Over 6 million lit quads/sec (over 1 million polygons/sec per Geometrizer){{fileref|Real3DPro1000ProductDescription.pdf|page=8}}{{fileref|Real3DPro1000ProductDescription.pdf|page=16}}|group=n}} | |
− | + | :* Floating-point performance: 2.7 GFLOPS (1.5 billion MAC operations/sec){{ref|2724 MFLOPS (1.572 billion MAC operations/sec), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides|group=n}} | |
− | * GPU ALU: | + | * GPU ALU: 15x Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU){{fileref|M5M410092B datasheet.pdf}} |
− | + | :* 90 core units: 60x 8‑bit ROP/blend units,{{ref|33 MHz|group=n}} 30x 32‑bit Z‑compare units{{ref|33 MHz|group=n}} | |
− | + | :* Bus width: 3840‑bit{{ref|15x 256‑bit|group=n}} internal, 960‑bit{{ref|15x 32‑bit|group=n}} external | |
− | + | :* Performance: 1.98 billion operations/sec, 15 million tiles/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | |
− | * GPU Renderers: | + | * GPU Renderers: 12x Pixel Processors (50 MHz) |
− | * GPU Texture Mapping Units: | + | * GPU Texture Mapping Units: 12x Texture Processors (50 MHz) |
− | * Floating-Point Performance: 1. | + | :* Texture RAM: 21 MB{{ref|42x 512 KB|group=n}} on-board Mitsubishi CDRAM{{ref|33 MHz|group=n}} |
+ | * Floating-Point Performance: 3 GFLOPS (1.7 billion MAC operations/sec){{ref|332 MFLOPS CPU (166 MAC operations per second),{{ref|1=[http://www.mit.edu/afs/sipb/contrib/doc/specs/ic/cpu/powerpc/mpc603e.pdf#page=35 PowerPC 603e: RISC Microprocessor User's Manual (page 35)]}} 2724 MFLOPS GPU (1.572 billion MAC operations per second)|group=n}} | ||
+ | :* Geometry performance: 25 million lit vertices/sec{{ref|PowerPC 603e: 1,988,023 lit vectors/sec (334 cycles per lit quad) <br> Real3D Pro-1000: 24 million lit vertices/sec|group=n}} | ||
+ | * Rendering Fillrate: | ||
+ | :* Framebuffer: 1.9 GPixels/s (write), 7.9 GPixels/s (erase) | ||
+ | :* Raw polygons: 1.125 GPixels/s (11.25 million triangles/sec), 750 MPixels/s (15 million triangles/sec) | ||
+ | :* Textured polygons: 600 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering | ||
+ | * Texture Fillrate: 600 MTexels/s | ||
* Rendering Performance: | * Rendering Performance: | ||
− | + | :* Raw polygons: 15 million triangles/sec, 26.25 million vectors/sec | |
− | + | :* Textured polygons: 6 million polygons/sec (100-pixel polygons), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
Line 210: | Line 215: | ||
* Memory: Up to 317 [[Byte|MB]] (136 MB main, 146.835693 MB video, 33.695312 MB sound, 320 KB other) | * Memory: Up to 317 [[Byte|MB]] (136 MB main, 146.835693 MB video, 33.695312 MB sound, 320 KB other) | ||
* RAM: 57,567.75 KB (56.218505 MB) | * RAM: 57,567.75 KB (56.218505 MB) | ||
− | + | :* Main RAM: 8 MB SDRAM{{fileref|TC59S1616AFT datasheet.pdf}} | |
− | + | :* [[VRAM]]: 47,959.75 KB (46.835693 MB) | |
− | + | ::* Framebuffer RAM: 19,203.75 KB (18.75 MB Mitsubishi 3D-RAM, 3.75 KB pixel buffer [[SRAM]] cache){{fileref|M5M410092FP datasheet.pdf}} | |
− | + | ::* Texture RAM: 21,588 KB (21 MB Mitsubishi CDRAM, 84 KB SRAM cache,{{fileref|M5M4V4169TP datasheet.pdf}} 1 MB FIFO) | |
− | + | ::* [[wikipedia:SGRAM|SGRAM]]: 7 MB{{fileref|UPD4811650 datasheet.pdf}}{{fileref|KM4132G271A datasheet.pdf}} | |
− | + | ::* Sound RAM: 1096 KB (1 MB DRAM) | |
− | + | ::* Other RAM: 320 KB | |
− | * [[ROM]]: Up to 260.625 MB (128 MB CROM, 100 MB VROM,{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} 32.625 MB SROM){{ref|http://mamedb. | + | * [[ROM]]: Up to 260.625 MB (128 MB CROM, 100 MB VROM,{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} 32.625 MB SROM){{ref|[http://mamedb.blu-ferret.co.uk/game/spikeofe Spikeout Final Edition (MAME)]}} |
}} | }} | ||
Line 223: | Line 228: | ||
{{multicol| | {{multicol| | ||
* Memory Bandwidth: 13.4 GB/s{{ref|11.998127 GB/s RAM, 1.4 GB/s ROM|group=n}} | * Memory Bandwidth: 13.4 GB/s{{ref|11.998127 GB/s RAM, 1.4 GB/s ROM|group=n}} | ||
− | + | :* Video memory: 11.8 GB/s{{ref|11.19 GB/s VRAM, 560 MB/s VROM|group=n}} | |
* RAM Bandwidth: 11.998127 GB/s | * RAM Bandwidth: 11.998127 GB/s | ||
− | + | :* Main RAM: 666.666666 MB/s{{ref|64‑bit, 83.333333 MHz{{fileref|TC59S1616AFT datasheet.pdf}}|group=n}} | |
− | + | :* VRAM: 11.19 GB/s | |
− | + | ::* Framebuffers: 8.19 GB/s{{ref|546 MB/s per 3D-RAM|group=n}} | |
− | + | ::* Textures: 3 GB/s{{ref|12x 264 MB/s{{fileref|DRAM Technology.pdf}}|group=n}} | |
− | + | :* Sound RAM: 88.888889 MB/s{{ref|2x 16‑bit, 22.222222 MHz{{fileref|HM514270 datasheet.pdf}}|group=n}} | |
− | + | :* Other RAM: 52.571429 MB/s | |
− | + | ::* Backup NVRAM: 28.571428 MB/s{{ref|16‑bit, 14.285714 MHz{{fileref|LH52B256 datasheet.pdf}}|group=n}} | |
− | + | ::* Network/Communication Board: 24 MB/s{{ref|16‑bit, 12 MHz{{fileref|N341256 datasheet.pdf}}|group=n}} | |
* ROM Bandwidth: 1.4 GB/s | * ROM Bandwidth: 1.4 GB/s | ||
− | + | :* CROM: 800 MB/s{{ref|64‑bit, 100 MHz{{fileref|GAL16V8B datasheet.pdf}}|group=n}} | |
− | + | :* VROM: 560 MB/s{{ref|2x 32‑bit, 70 MHz{{fileref|MC88915 datasheet.pdf}}|group=n}} | |
− | + | :* SROM: 90.4 MB/s{{ref|2x 16‑bit, 22.6 MHz|group=n}} | |
}} | }} | ||
Line 247: | Line 252: | ||
* ROM Board GAL: Sega 315-6090B (GAL16V8B) @ 100 MHz{{fileref|GAL16V8B datasheet.pdf}} | * ROM Board GAL: Sega 315-6090B (GAL16V8B) @ 100 MHz{{fileref|GAL16V8B datasheet.pdf}} | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==List of games== | ==List of games== | ||
Line 263: | Line 259: | ||
* ''[[Virtua Fighter 3]]'' (1996) | * ''[[Virtua Fighter 3]]'' (1996) | ||
* ''[[Virtua Fighter 3tb]]'' (1997) | * ''[[Virtua Fighter 3tb]]'' (1997) | ||
− | * ''[[Sega Bass Fishing|Sega Bass Fishing/Get Bass]]'' ( | + | * ''[[Sega Bass Fishing|Sega Bass Fishing/Get Bass]]'' (1997) |
}} | }} | ||
Line 302: | Line 298: | ||
* ''[[Emergency Call Ambulance]]'' (1999) | * ''[[Emergency Call Ambulance]]'' (1999) | ||
* ''[[Magical Truck Adventure]]'' (1999) | * ''[[Magical Truck Adventure]]'' (1999) | ||
− | * ''[[Virtua Striker 2 '99]]'' (1999) | + | * ''[[Virtua Striker 2 Version '99]]'' (1999) |
+ | }} | ||
+ | |||
+ | ==History== | ||
+ | The Model 3 board went through a series of delays which frustrated Sega. Following their success with the Model 2's texture-mapping 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.{{intref|Press release: 1996-08-06: Mitsubishi's Graphics Memory Products Power REAL 3D's R3D/PRO-1000 Graphics Engine}} 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.{{magref|nextgeneration|11|16}}{{magref|edge|25|8}} 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 Mitsubishi 3D-RAM ALU chips.{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp Sega Model 3 (MAME)]}} 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 Sega Model 3 (MAME)]}} 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 [http://www.giantbomb.com/pc/3045-94/ PC] [[wikia:w:c:gaming:Graphics processing unit|graphics cards]] from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke - One up, two down]}} By 2000, the Sega Model 2 & 3 had sold over 200,000 *arcade systems worldwide,{{ref|[http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm ALL BUT WAR IS SIMULATION: THE MILITARY-ENTERTAINMENT COMPLEX]}} making them some of the [[wikia:w:c:gaming:List of best-selling video games|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 $5 billion as of 2017. | ||
+ | |||
+ | 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,{{ref|[http://www.thg.ru/smoke/19991022/print.html Second Hand Smoke - One up, two down]}} 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. | ||
+ | |||
+ | ==Production credits== | ||
+ | {{creditstable| | ||
+ | *[[Hiroshi Yagi]] | ||
+ | *[[Toshiyuki Kaji]] | ||
+ | | source=Developer mentions{{ref|https://web.archive.org/web/20210205150032/https://www.4gamer.net/games/999/G999905/20210126043/}}{{ref|https://web.archive.org/web/20231110103013/https://game.watch.impress.co.jp/docs/news/758667.html}} | ||
+ | | console=Arcade | ||
}} | }} | ||
Line 314: | Line 327: | ||
Model3 sound.jpg|Sound board | Model3 sound.jpg|Sound board | ||
Model3 fullboard.jpg|Complete board | Model3 fullboard.jpg|Complete board | ||
+ | SegaModel3Step2.jpg|Official [[Sega of Japan]] photograph of the Model 3 Step 2.0 | ||
</gallery> | </gallery> | ||
Line 322: | Line 336: | ||
==References== | ==References== | ||
− | + | <references/> | |
− | <references /> | ||
− | |||
{{Sega Arcade Boards}} | {{Sega Arcade Boards}} | ||
[[Category:Sega Model series]] | [[Category:Sega Model series]] |
Latest revision as of 08:02, 16 November 2024
Sega Model 3 | |||||||||||||||||
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Manufacturer: Sega Enterprises, Ltd. | |||||||||||||||||
|
The Sega Model 3 (モデル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 was succeeded by the Sega NAOMI in 1998, followed by the Sega Hikaru in 1999 and Sega NAOMI 2 in 2000.
Contents
Hardware
The Model 3 hardware is very different to the Sega Model 1 and Model 2 boards which preceded it. The Model 3 utilized Real3D Pro-1000 graphics processing units, 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.
Technical specifications
Step 1.0
Technical specifications for the Sega Model 3 Step 1.0:[2]
- Board Composition: CPU Board + VIDEO Board + ROM Board + Network/Communication Board + Security Board[3]
- Main CPU: IBM-Motorola PowerPC 603e @ 66 MHz[4]
- Network/Communication Board CPU: Motorola 68000 (16/32‑bit) @ 12 MHz (2.1 MIPS)
- ROM Board GAL: Sega 315-5983 (GAL16V8B) @ 100 MHz[8]
Sound
- Sound CPU : Motorola 68000 (16/32‑bit) @ 12 MHz (2.1 MIPS)
- Sound Chip: 2x Yamaha SCSP/YMF292-F
- DSP: 2x "LAKE" FH1 128-step DSP @ 22.6 MHz[9]
- Bus width: 2x 24‑bit internal, 2x 16‑bit external[10]
- PCM audio: 64 voices/channels, 16‑bit depth, 44.1 kHz sampling rate (CD quality)
- Other features: MIDI interface, 32 MIDI channels, 32 FM synthesis channels, 32 LFO channels, 4-channel surround sound, 16.5 MB SROM (Sound ROM)
- Optional Sound Board: MPEG Sound Board
- Sound CPU: Motorola 68000 or Zilog Z80
- Sound chip: NEC uD65654GF102
- Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers
Graphics
Graphical specifications of the Sega Model 3:[11][12][13][14]
- 20 core processors: 2x Geometry Engine ASIC, 4x Mitsubishi 3D‑RAM ALU, 4x Pixel Processors,[15][2] 4x Texture Processors, 2 DMA devices,[16] 2 tile generators,[17] 2 Fragment Processors
- 36 core units: 2x Geometry Engine ASIC, 24 Mitsubishi 3D‑RAM ALU units, 4x Pixel Processors, 4x Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors
- GPU Geometrizers: 2x Geometry Engine ASIC (50 MHz, 2x 32‑bit floating-point units)
- Geometrizer features: T&L (transform, clipping, lighting), culling, 24‑bit hidden surface removal, clipping, 24‑bit floating-point Z-buffering, depth buffer, stencil buffer, particle effects[18]
- Lighting: Parallel light, pin-point light, 4 light spots, 4 spot lights, pin spot light, specular reflection, specular highlighting, headlight illumination, landing lights, glare effects, sunlight
- Geometry performance: 8 million lit vertices/sec[n 1]
- Floating-point performance: 900 MFLOPS (520 million MAC operations/sec)[n 2]
- GPU ALU: 4x Mitsubishi 3D‑RAM[n 3][23]
- 24 core units: 16x 8‑bit ROP/blend units,[n 4] 8x 32‑bit Z‑compare units[n 5]
- Functional blocks per ALU: 32‑bit Pixel ALU,[n 6] 256‑bit Global Bus,[n 7] 256/32‑bit triple-port SRAM Pixel Buffer cache,[n 8] 1280‑bit[n 9] SAM Video Buffers,[n 10] 128‑bit[n 11] dual-port DRAM banks[n 7]
- Features: Blending, depth check, stencil & raster operations,[24] alpha blending, tiled rendering, 16/24/32‑bit Z-buffering, hidden surface removal, 30-85 Hz refresh rate, OpenGL support
- Framebuffers: 320×200 to 1280×1024,[n 12] Z-buffer[n 12]
- Bus width: 1024‑bit[n 13] internal, 128‑bit[n 14] external
- Performance: 528 million operations/sec, 7 million vectors/sec, 4 million tiles/sec[25]
- GPU Renderers: 4x Pixel Processors (50 MHz)
- Anti-aliasing: Texture anti-aliasing, multi-layered anti-aliasing (multi-sample anti-aliasing), texture & edge multi-layered anti-aliasing, S-buffer anti-aliasing technology
- Shading: Flat shading, Gouraud shading, high-specular Gouraud shading, micro texture shading, fix shading, flat sun shading
- GPU Texture Mapping Units: 4x Texture Processors (50 MHz)[18]
- Capabilities: Full color texture mapping, mipmapping, perspective correction, texture filtering, Trilinear filtering, trilinear interpolation, trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, reflection/environment mapping, 4‑bit to 24‑bit color per texture
- Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped)
- Texture RAM: 8 MB,[n 15] Mitsubishi CDRAM,[n 16] dual 2048×1024 texture sheets (4.2 million texels per frame)
- Display Resolution: 496×384 to 640x480, progressive scan (non-interlaced), 24 kHz horizontal sync, one or two planes
- Refresh rate: 60 Hz,[2] 60 frames per second
- Color Depth: 32‑bit ARGB, 24‑bit RGB (16,777,216 colors) and alpha opacity
- 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
- Special effects: Zoning fog, 32 levels of translucency, 64 levels of model/texture LOD, fade in/out, 4095 moving models, motion blur
- Floating-Point Performance: 1 GFLOPS (590 million MAC operations/sec)[n 17]
- Geometry performance: 8.7 million lit vertices/sec[n 18]
- Rendering Fillrate:
Memory
- Memory: Up to 251.23 MB (144 MB main, 89.157226 MB video, 17.570312 MB sound, 512 KB other)[6]
- RAM: 35,561 KB (34.727539 MB)
- Main RAM: 8 MB (3 MB SGRAM)[32]
- VRAM: 25,761 KB (5121 KB framebuffers, 9248 KB textures, 1 MB display list, 4 MB polygons, 5 MB culling,[30] 1152 KB tile generator)[18]
- Framebuffer RAM: 5121 KB Mitsubishi 3D-RAM (5 MB DRAM, 1 KB pixel buffer SRAM cache)[22]
- Texture RAM: 9248 KB (8 MB Mitsubishi CDRAM, 32 KB SRAM cache,[26] 1 MB FIFO)
- SDRAM: 4 MB[33]
- CROM: 136 MB (CPU ROM)
- VROM: 64 MB (Video ROM)
- SROM: 16.5 MB (Sound ROM)
Bandwidth
- Memory Bandwidth: 4.9 GB/s[n 19]
- Video memory: 3.612 GB/s[n 20]
- RAM Bandwidth: 3.8815 GB/s
- ROM Bandwidth: 1.018 GB/s
Step 1.5
The Sega Model 3 Step 1.5, released in late 1996, had a higher CPU clock rate and faster 3D engine:[2]
- Main CPU: IBM-Motorola PowerPC 603e @ 100 MHz (300 MIPS, 200 MFLOPS)
- ROM Board GAL: Sega 315-6090A (GAL16V8B) @ 100 MHz[8]
Graphics
- Video Board: Sega 837-12875 MODEL3 STEP 1.5
- GPU: 2x Sega 315-5830-B (Real3D Pro‑1000) @ 66 MHz
- GPU Geometrizers: 2x Geometry Engine ASIC (66 MHz, 2x 32‑bit floating-point units)
- GPU ALU: 4x Mitsubishi 3D‑RAM (33 MHz)
- Performance: 528 million operations/sec, 4 million tiles/sec
- GPU Renderers: 4x Pixel Processors (66 MHz)
- GPU Texture Mapping Units: 4x Texture Processors (66 MHz)
- Floating-Point Performance: 1.3 GFLOPS (790 million MAC operations/sec)[n 32]
- Geometry performance: 11 million lit vertices/sec[n 33]
- Rendering Fillrate:
- Framebuffer: 528 MPixels/s (write), 2.1 GPixels/s (erase)
- Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 MPixels/s (4 million triangles/sec)
- Textured polygons: 260 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Texture Fillrate: 260 MTexels/s
- Rendering Performance:
- Raw polygons: 4 million triangles/sec, 7 million vectors/sec
- Textured polygons: 2.6 million polygons/sec, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
Bandwidth
- Memory Bandwidth: 6.6 GB/s[n 34]
- Video memory: 4.8 GB/s[n 35]
- RAM Bandwidth: 5.1813 GB/s
- Main RAM: 800 MB/s[n 36]
- VRAM: 4.23984 GB/s
- Sound RAM: 88.888889 MB/s
- Other RAM: 52.571429 MB/s
- ROM Bandwidth: 1.4184 GB/s
Step 2.0
The Sega Model 3 Step 2.0, released in 1997, was a substantial upgrade, with a higher CPU clock rate, significantly faster 3D engine (with an increased number of graphics chips), and more memory:[2]
- CPU: IBM-Motorola PowerPC 603ev @ 166 MHz (498 MIPS,[5] 332 MFLOPS)
Graphics
- 59 core processors: 2x Geometry Engine ASIC, 15x Mitsubishi 3D‑RAM ALU, 12x Pixel Processors,[2][15] 12x Texture Processors, 6 DMA devices, 6 tile generators, 6 Fragment Processors
- 122 core units: 2x Geometry Engine ASIC, 90 Mitsubishi 3D‑RAM ALU units, 12x Pixel Processors, 12x Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors
- GPU Geometrizers: 6x Geometry Engine ASIC (50 MHz, 6x 32‑bit floating-point units)
- GPU ALU: 15x Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU)[21]
- GPU Renderers: 12x Pixel Processors (50 MHz)
- GPU Texture Mapping Units: 12x Texture Processors (50 MHz)
- Floating-Point Performance: 3 GFLOPS (1.7 billion MAC operations/sec)[n 44]
- Geometry performance: 25 million lit vertices/sec[n 45]
- Rendering Fillrate:
- Framebuffer: 1.9 GPixels/s (write), 7.9 GPixels/s (erase)
- Raw polygons: 1.125 GPixels/s (11.25 million triangles/sec), 750 MPixels/s (15 million triangles/sec)
- Textured polygons: 600 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Texture Fillrate: 600 MTexels/s
- Rendering Performance:
- Raw polygons: 15 million triangles/sec, 26.25 million vectors/sec
- Textured polygons: 6 million polygons/sec (100-pixel polygons), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
Memory
- Memory: Up to 317 MB (136 MB main, 146.835693 MB video, 33.695312 MB sound, 320 KB other)
- RAM: 57,567.75 KB (56.218505 MB)
Bandwidth
- Memory Bandwidth: 13.4 GB/s[n 46]
- Video memory: 11.8 GB/s[n 47]
- RAM Bandwidth: 11.998127 GB/s
- Main RAM: 666.666666 MB/s[n 48]
- VRAM: 11.19 GB/s
- Sound RAM: 88.888889 MB/s[n 51]
- Other RAM: 52.571429 MB/s
- ROM Bandwidth: 1.4 GB/s
Step 2.1
The Sega Model 3 Step 2.1, released in 1998, is largely identical to Step 2.0, but with the following updates:[2]
- Video Board: Sega 837-13368 MODEL3 STEP2.1
- ROM Board: Sega 837-13022-02
- ROM Board GAL: Sega 315-6090B (GAL16V8B) @ 100 MHz[8]
List of games
Step 1.0
- Boat Race GP (1996)
- Virtua Fighter 3 (1996)
- Virtua Fighter 3tb (1997)
- Sega Bass Fishing/Get Bass (1997)
Step 1.5
- Scud Race / Super GT (1996)
- Le Mans 24 (1997)
- Scud Race Plus (1997)
- The Lost World: Jurassic Park (1997)
- The Lost World: Jurassic Park Special (1997)
- Virtua Striker 2 (1997)
- Virtua Striker 2 Version '98 (1998)
Step 2.0
- Harley Davidson & L.A. Riders (1997)
- Fighting Vipers 2 (1998)
- Sega Rally 2 (1998)
- Ski Champ (1998)
- Virtua Striker 2 (1997)
- Virtua Striker 2 Version '98 (1998)
- Virtua Striker 2 Version '99 (1999)
- Virtua Striker 2 Version '99.1 (1999)
- Virtual-On Oratorio Tangram (1998)
Step 2.1
- Daytona USA 2 (1998)
- Daytona USA 2: Power Edition (1998)
- Dirt Devils (1998)
- L.A. Machineguns (1998)
- Star Wars Trilogy Arcade (1998)
- The Ocean Hunter (1998)
- Spike Out (1998)
- Spikeout: Final Edition (1999)
- Emergency Call Ambulance (1999)
- Magical Truck Adventure (1999)
- Virtua Striker 2 Version '99 (1999)
History
The Model 3 board went through a series of delays which frustrated Sega. Following their success with the Model 2's texture-mapping 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.[13] 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.[42][43] In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".[44] When the Model 3 specification was finalized, it used two Real3D Pro-1000 processors, including four Mitsubishi 3D-RAM ALU chips.[2] 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.[2] 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.[45] By 2000, the Sega Model 2 & 3 had sold over 200,000 *arcade systems worldwide,[46] 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 $5 billion as of 2017.
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,[45] 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.
Production credits
Magazine articles
- Main article: Sega Model 3/Magazine articles.
Photo gallery
Official Sega of Japan photograph of the Model 3 Step 2.0
Notes
- ↑ [Over 2 million lit quads/sec (over 1 million polygons/sec per Geometrizer)[19][20] Over 2 million lit quads/sec (over 1 million polygons/sec per Geometrizer)[19][20]]
- ↑ [908 MFLOPS (524 million MAC operations per second), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides[18] 908 MFLOPS (524 million MAC operations per second), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides[18]]
- ↑ [33 MHz, 2 ALU per GPU)[21][22] 33 MHz, 2 ALU per GPU)[21][22]]
- ↑ [33 MHz, 4 units per ALU 33 MHz, 4 units per ALU]
- ↑ [33 MHz, 2 units per ALU 33 MHz, 2 units per ALU]
- ↑ 6.0 6.1 6.2 6.3 [33 MHz 33 MHz]
- ↑ 7.0 7.1 [16 MHz 16 MHz]
- ↑ [16/33 MHz 16/33 MHz]
- ↑ [2x 640‑bit 2x 640‑bit]
- ↑ [27 MHz 27 MHz]
- ↑ [16x 32‑bit 16x 32‑bit]
- ↑ 12.0 12.1 [16/24/32‑bit 16/24/32‑bit]
- ↑ [4x 256‑bit 4x 256‑bit]
- ↑ [4x 32‑bit 4x 32‑bit]
- ↑ [16x 512 KB 16x 512 KB]
- ↑ [Cached DRAM, 33 MHz[26] Cached DRAM, 33 MHz[26]]
- ↑ [132 MFLOPS CPU (66 MAC operations per second),[27] 908 MFLOPS GPU (524 million MAC operations per second) 132 MFLOPS CPU (66 MAC operations per second),[27] 908 MFLOPS GPU (524 million MAC operations per second)]
- ↑ [PowerPC 603e: 790,419 lit vectors/sec (334 cycles per lit quad) (262 MAC operations, 4 divides) (1 cycle per MAC,[27] 18 cycles per divide)[28]
Real3D Pro-1000: 8 million lit vertices/sec PowerPC 603e: 790,419 lit vectors/sec (334 cycles per lit quad) (262 MAC operations, 4 divides) (1 cycle per MAC,[27] 18 cycles per divide)[28]
Real3D Pro-1000: 8 million lit vertices/sec] - ↑ [3.8815 GB/s RAM, 1.018 GB/s ROM 3.8815 GB/s RAM, 1.018 GB/s ROM]
- ↑ [3.212 GB/s VRAM, 400 MB/s VROM 3.212 GB/s VRAM, 400 MB/s VROM]
- ↑ [64‑bit, 66 MHz[32] 64‑bit, 66 MHz[32]]
- ↑ [1.1 GB/s per GPU,[14] 546 MB/s per 3D-RAM[25] 1.1 GB/s per GPU,[14] 546 MB/s per 3D-RAM[25]] (Wayback Machine: 1998-01-22 14:39)
- ↑ [8x 264 MB/s[37] 8x 264 MB/s[37]]
- ↑ [2x 16‑bit, 22.222222 MHz[34] 2x 16‑bit, 22.222222 MHz[34]]
- ↑ [16‑bit, 14.285714 MHz[36] 16‑bit, 14.285714 MHz[36]]
- ↑ [16‑bit, 12 MHz[35] 16‑bit, 12 MHz[35]]
- ↑ [64‑bit, 66 MHz[8] 64‑bit, 66 MHz[8]]
- ↑ [2x 32‑bit,[30] 50 MHz[38] 2x 32‑bit,[30] 50 MHz[38]]
- ↑ 29.0 29.1 29.2 [2x 16‑bit, 22.6 MHz 2x 16‑bit, 22.6 MHz]
- ↑ [10.56 million lit vertices/sec 10.56 million lit vertices/sec]
- ↑ [1198 MFLOPS (691 million MAC operations/sec) 1198 MFLOPS (691 million MAC operations/sec)]
- ↑ [200 MFLOPS CPU (100 MAC operations per second),[27] 1198 MFLOPS GPU (691 million MAC operations per second) 200 MFLOPS CPU (100 MAC operations per second),[27] 1198 MFLOPS GPU (691 million MAC operations per second)]
- ↑ [PowerPC 603e: 1,197,604 lit vectors/sec (334 cycles per lit quad)
Real3D Pro-1000: 10.56 million lit vertices/sec PowerPC 603e: 1,197,604 lit vectors/sec (334 cycles per lit quad)
Real3D Pro-1000: 10.56 million lit vertices/sec] - ↑ [5.1813 GB/s RAM, 1.4184 GB/s ROM 5.1813 GB/s RAM, 1.4184 GB/s ROM]
- ↑ [4.23984 GB/s VRAM, 528 MB/s VROM 4.23984 GB/s VRAM, 528 MB/s VROM]
- ↑ [64‑bit, 100 MHz[32] 64‑bit, 100 MHz[32]]
- ↑ [64‑bit, 100 MHz[8] 64‑bit, 100 MHz[8]]
- ↑ [2x 32‑bit, 66 MHz[38] 2x 32‑bit, 66 MHz[38]]
- ↑ [Over 6 million lit quads/sec (over 1 million polygons/sec per Geometrizer)[19][20] Over 6 million lit quads/sec (over 1 million polygons/sec per Geometrizer)[19][20]]
- ↑ [2724 MFLOPS (1.572 billion MAC operations/sec), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides 2724 MFLOPS (1.572 billion MAC operations/sec), 454 floating-point operations per lit quad: 262 MAC operations, 4 divides]
- ↑ [15x 256‑bit 15x 256‑bit]
- ↑ [15x 32‑bit 15x 32‑bit]
- ↑ [42x 512 KB 42x 512 KB]
- ↑ [332 MFLOPS CPU (166 MAC operations per second),[27] 2724 MFLOPS GPU (1.572 billion MAC operations per second) 332 MFLOPS CPU (166 MAC operations per second),[27] 2724 MFLOPS GPU (1.572 billion MAC operations per second)]
- ↑ [PowerPC 603e: 1,988,023 lit vectors/sec (334 cycles per lit quad)
Real3D Pro-1000: 24 million lit vertices/sec PowerPC 603e: 1,988,023 lit vectors/sec (334 cycles per lit quad)
Real3D Pro-1000: 24 million lit vertices/sec] - ↑ [11.998127 GB/s RAM, 1.4 GB/s ROM 11.998127 GB/s RAM, 1.4 GB/s ROM]
- ↑ [11.19 GB/s VRAM, 560 MB/s VROM 11.19 GB/s VRAM, 560 MB/s VROM]
- ↑ [64‑bit, 83.333333 MHz[39] 64‑bit, 83.333333 MHz[39]]
- ↑ [546 MB/s per 3D-RAM 546 MB/s per 3D-RAM]
- ↑ [12x 264 MB/s[37] 12x 264 MB/s[37]]
- ↑ [2x 16‑bit, 22.222222 MHz[34] 2x 16‑bit, 22.222222 MHz[34]]
- ↑ [16‑bit, 14.285714 MHz[36] 16‑bit, 14.285714 MHz[36]]
- ↑ [16‑bit, 12 MHz[35] 16‑bit, 12 MHz[35]]
- ↑ [64‑bit, 100 MHz[8] 64‑bit, 100 MHz[8]]
- ↑ [2x 32‑bit, 70 MHz[38] 2x 32‑bit, 70 MHz[38]]
References
- ↑ htt (Wayback Machine: 2001-03-05 07:40)
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Sega Model 3 (MAME)
- ↑ 3.0 3.1 3.2 Model3.h (Supermodel)
- ↑ htt (Wayback Machine: 2001-03-06 00:57)
- ↑ 5.0 5.1 File:TSPC603R datasheet.pdf
- ↑ 6.0 6.1 Model3.cpp (Supermodel)
- ↑ 7.0 7.1 7.2 7.3 Hideki Sato Sega Interview (Edge)
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 File:GAL16V8B datasheet.pdf
- ↑ File:ST-103-R1-040194.pdf
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ File:Model3 cpu1.jpg
- ↑ 12.0 12.1 12.2 12.3 12.4 File:Real3DPro1000ProductDescription.pdf
- ↑ 13.0 13.1 Press release: 1996-08-06: Mitsubishi's Graphics Memory Products Power REAL 3D's R3D/PRO-1000 Graphics Engine
- ↑ 14.0 14.1 14.2 File:Real3D100ArchitectureOverview.pdf
- ↑ 15.0 15.1 File:Real3D100ArchitectureOverview.pdf, page 12
- ↑ Real3D.cpp (Supermodel)
- ↑ TileGen (Supermodel)
- ↑ 18.0 18.1 18.2 18.3 Model 3 (Video)
- ↑ 19.0 19.1 File:Real3DPro1000ProductDescription.pdf, page 8
- ↑ 20.0 20.1 File:Real3DPro1000ProductDescription.pdf, page 16
- ↑ 21.0 21.1 File:M5M410092B datasheet.pdf
- ↑ 22.0 22.1 22.2 File:M5M410092FP datasheet.pdf
- ↑ A 10 Mb frame buffer memory with Z-compare and A-blend units
- ↑ htt (Wayback Machine: 2014-03-29 07:45)
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 htt (Wayback Machine: 1998-01-22 14:39)
- ↑ 26.0 26.1 26.2 File:M5M4V4169TP datasheet.pdf
- ↑ 27.0 27.1 27.2 27.3 PowerPC 603e: RISC Microprocessor User's Manual (page 35)
- ↑ PowerPC 603e: RISC Microprocessor User's Manual (page 252)
- ↑ File:Real3DPro1000ProductDescription.pdf, page 9
- ↑ 30.0 30.1 30.2 Real3D.h (Supermodel)
- ↑ File:GameOn US 06.pdf, page 7
- ↑ 32.0 32.1 32.2 32.3 File:KM4132G271A datasheet.pdf
- ↑ File:HM5241605 datasheet.pdf
- ↑ 34.0 34.1 34.2 File:HM514270 datasheet.pdf
- ↑ 35.0 35.1 35.2 File:N341256 datasheet.pdf
- ↑ 36.0 36.1 36.2 File:LH52B256 datasheet.pdf
- ↑ 37.0 37.1 File:DRAM Technology.pdf
- ↑ 38.0 38.1 38.2 File:MC88915 datasheet.pdf
- ↑ 39.0 39.1 File:TC59S1616AFT datasheet.pdf
- ↑ File:UPD4811650 datasheet.pdf
- ↑ Spikeout Final Edition (MAME)
- ↑ Next Generation, "November 1995" (US; 1995-10-24), page 16
- ↑ Edge, "October 1995" (UK; 1995-08-24), page 8
- ↑ File:SSM_UK_02.pdf, page 21
- ↑ 45.0 45.1 Second Hand Smoke - One up, two down
- ↑ ALL BUT WAR IS SIMULATION: THE MILITARY-ENTERTAINMENT COMPLEX
- ↑ https://www.4gamer.net/games/999/G999905/20210126043/ (Wayback Machine: 2021-02-05 15:00)
- ↑ https://game.watch.impress.co.jp/docs/news/758667.html (Wayback Machine: 2023-11-10 10:30)
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