Difference between revisions of "Sega Hikaru"

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The '''Sega Hikaru''' is an evolution of the NAOMI hardware with superior graphics capabilities, the Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's ''[[Brave Fire Fighters]]''. Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI and NAOMI 2 development.
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The '''Sega Hikaru''' is an evolution of the [[Sega NAOMI|NAOMI]] hardware with superior graphics capabilities, the Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's ''[[Brave Fire Fighters]]'', in which the flame and water effects were largely a showpiece for the hardware. The Hikaru hardware was the first arcade platform capable of effective [http://www.giantbomb.com/phong-shading/3015-7940/ Phong shading].
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Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI and NAOMI 2 development.
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==Development==
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According to Sega in 1999: "''Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision.''"{{ref|http://www.goodcowfilms.com/farm/games/news-archive/Sega%20Confirms%20Hikaru%20DOES%20Exist....htm}}
  
 
==Specifications==
 
==Specifications==
* CPU: 2x Hitachi SH-4 CPU with graphic functions and 128-bit SIMD @ 200 MHz (360 MIPS and 1.4 GFLOPS)
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* Main CPU: 2× [[wikipedia:SuperH|Hitachi SH-4]] @ 200 MHz
* Graphic Engine: Sega Custom 3D
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** Features: 2× [[wikipedia:128-bit|128-bit]] [[wikipedia:SIMD|SIMD]] @ 200 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
* Sound Engine: 2x ARM7 Yamaha AICA @ 45 MHz with internal 32-bit RISC CPU, 64 channel ADPCM
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** Performance: 720 [[wikipedia:Instructions per second|MIPS]] and 2.8 [[wikipedia:FLOPS|GFLOPS]]
* Main Memory: 64 Mbytes
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* [[wikipedia:Computer network|Network]] CPU: [[Motorola 68000]]
* Graphic Memory: 28 Mbytes
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* [[wikipedia:Sound chip|Sound engine]]: 2× [[wikipedia:Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz
* Sound Memory: 8 Mbytes
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** Internal CPU: 2× 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
* Media: ROM Board (max 352 MBytes)
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** CPU performance: 34 MIPS (2× 17 MIPS)
* Simultaneous Number of Colors: Approx. 16,770,000 (24-bit)
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** [[Pulse-code modulation|PCM/ADPCM]]: 16-bit [[wikipedia:Audio bit depth|depth]], 48 kHz [[wikipedia:Sampling rate|sampling rate]] ([[wikipedia:DVD-Audio|DVD quality]]), 128 channels
* Resolution: 24 kHz, 496x384, 31 kHz 640x480
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** Other features: DSP, sound [[wikipedia:Synthesizer|synthesizer]]
* Polygons: 2 Million polygons/sec
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* Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] GPU [http://gaming.wikia.com/wiki/Graphics_processing_unit Graphics Engine]: Sega Custom 3D
* Lighting: Horizontal, Spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces.
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** [[wikipedia:Computer graphics lighting|Lighting]]: Horizontal, spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces
* Effects: (at least) Phong Shading, Fog, Depth Queueing, Stencil, Shadow, Motion blur
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** Shading: [http://www.giantbomb.com/phong-shading/3015-7940/ Phong shading], shadow
* Others Capabilities: Bitmap Layer x 2, Calender, Dual Monitor (24 kHz)
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** Rendering: Fog, [[wikipedia:Depth perception|depth cueing]]
* Extensions: communication, 4 channel audio, PCI, MIDI, RS-232C
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** Other effects: [[wikipedia:Stencil buffer|Stencil]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur], [http://www.giantbomb.com/particle-system/3015-4608/ particle effects], fire effects, [[wikipedia:Fluid simulation|water effects]]
* Connection: JAMMA Video compliant
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** Other capabilities: 2 [[wikipedia:Bitmap|bitmap]] layers, calendar
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* Rasterizer [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU]: 2× [[NEC]]-[[wikipedia:Imagination Technologies|VideoLogic]] [[wikipedia:PowerVR#Series 2|PowerVR 2]] (PVR2DC/CLX2) @ 100 MHz
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** [[wikipedia:Texture mapping|Texture mapping]]: [[wikipedia:Bump mapping|Bump mapping]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Environment mapping|environment mapping]], [[wikipedia:Texture compression|texture compression]], [[wikipedia:Multitexturing|multi-texturing]], [[wikipedia:Texture mapping#perspective correctiveness|perspective correction]]
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** [[wikipedia:Texture filtering|Filtering]]: [[wikipedia:Nearest-neighbor interpolation|Point filtering]], [[wikipedia:Bilinear filtering|bilinear filtering]], [[wikipedia:Trilinear filtering|trilinear filtering]], [[wikipedia:Anisotropic filtering|anisotropic filtering]]
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** [[wikipedia:Spatial anti-aliasing|Anti-aliasing]]: [[wikipedia:Supersampling|Super-sampling anti-aliasing]] (SSAA), [[wikipedia:FSAA|full-scene anti-aliasing]] (FSAA)
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** [[wikipedia:Alpha blending|Alpha blending]]: 256 levels of transparency, multi-pass blending, translucency sorting
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** [[wikipedia:Shading|Shading]]: Perspective-correct ARGB [http://www.giantbomb.com/gouraud-shading/3015-4864/ Gouraud shading], [[wikipedia:Shadow mapping|shadows]]
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** [[wikipedia:3D rendering|Rendering]]: [[wikipedia:Render output unit|ROP]] (render output unit), [[wikipedia:tiled rendering|tiled rendering]], 32-bit floating-point [[wikipedia:Z-buffering|Z-buffering]], 32-bit floating-point [[wikipedia:Hidden surface determination|hidden surface removal]], 256 [[wikipedia:Distance fog|fog effects]], per-pixel table fog, [[wikipedia:Per-pixel lighting|per-pixel lighting]]
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** Other capabilities: [[wikipedia:Polygon mesh|Quad polygons]], [[wikipedia:Triangle mesh|triangle polygons]], GMV (general modifier volumes)
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* [[wikipedia:Operating system|Operating system]]: Custom [[Windows CE]], with [[DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[OpenGL]] support
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* [[wikipedia:Random-access memory|RAM]]: 100 MB
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** Main RAM: 64 MB
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** [[wikipedia:VRAM|VRAM]]: 28 MB
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** Sound [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 8 MB
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** Network [[wikipedia:Static random-access memory|SRAM]]: 32 KB
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* Storage media: [[Read-only memory|ROM]] Board, up 352 MB
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* [[List of color palettes|Color depth]]: [[wikipedia:32-bit color|32-bit]] [[wikipedia:RGBA color space|ARGB]], 16,777,216 colors ([[wikipedia:24-bit color|24-bit color]]) with 8-bit (256 levels) [[wikipedia:Alpha compositing|alpha blending]], [[wikipedia:YUV|YUV]] and [[List of RGB palettes|RGB color space]], [[wikipedia:Chroma key|color key]] overlay
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* [[Display resolution]]: 31 kHz [[wikipedia:Horizontal scan rate|horizontal sync]], 60 Hz [[wikipedia:Refresh rate|refresh rate]], [[Dreamcast VGA Adapter|VGA]], [[wikipedia:Progressive scan|progressive scan]]
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** Single monitor: 496×384 to 800×608 pixels
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** [[wikipedia:Multi-monitor|Dual monitor]]: 992×768 to 1600×608 pixels
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* [[Three-dimensional|Polygon]] performance:
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** With Phong shading, 4 lights per polygon, 1024 lights per scene, shadows, trilinear filtering, motion blur and all other effects: 4 million textured polygons/sec (2 million per rasterizer GPU)
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** With lighting, shadows and trilinear filtering: 14 million textured polygons/sec (7 million per rasterizer GPU)
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** With lighting: 20 million polygons/sec (10 million per CPU & rasterizer GPU)
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* [[Three-dimensional|Fillrate]]:
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** Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
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** Textures: 200 million [[wikipedia:Texel (graphics)|texels]]/sec
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* Extensions: communication, [http://www.giantbomb.com/surround-sound/3015-2571/ 4-channel surround audio], PCI, [[wikipedia:MIDI|MIDI]], RS-232C
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* Connection: [[JAMMA]] Video compliant
  
 
==Hardware Images==
 
==Hardware Images==

Revision as of 06:49, 7 June 2015

Hikaru mainPCB.jpg
Sega Hikaru
Manufacturer: Sega
Release Date RRP Code

The Sega Hikaru is an evolution of the NAOMI hardware with superior graphics capabilities, the Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's Brave Fire Fighters, in which the flame and water effects were largely a showpiece for the hardware. The Hikaru hardware was the first arcade platform capable of effective Phong shading.

Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI and NAOMI 2 development.

Development

According to Sega in 1999: "Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision."[1]

Specifications

Hardware Images

List of Games


Sega arcade boards
Originating in arcades









Console-based hardware








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