Difference between revisions of "Sega NAOMI 2"

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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 '''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 version of the NAOMI, adding a secondary CPU and GPU, as well as increasing the graphics memory. This leads to games with roughly twice as many polygons as a NAOMI game rendered four times faster, though everything else remains largely the same.
+
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.
  
 
As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.
 
As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.
  
 
==Technical Specifications==
 
==Technical Specifications==
*'''CPU:''' 2 x Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
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* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
*'''Graphic Engine:''' 2 x PowerVR 2 (PVR2DC-CLX2) GPU's - (under the fans)
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** Features: 2× 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
*'''Geometry Processor:''' Custom Videologic T+L chip "Elan" (100MHz) - (Under Heatsink)
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** Performance: 1440 MIPS and 5.6 GFLOPS
*'''Sound Engine:''' ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
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** Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], [http://www.giantbomb.com/artificial-intelligence/3015-218/ artificial intelligence], [[wikipedia:Collision detection|collision detection]], and overall game code{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
*'''Main Memory:''' 32MB 100MHz SDRAM
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* Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
*'''Graphic Memory:''' 32MB
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** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz [http://www.system16.com/hardware.php?id=725]
*'''Model Data Memory:''' 32MB
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** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
*'''Sound Memory:''' 8MB
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** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),http://segatech.com/technical/overview/index.html 128 channels [http://www.system16.com/hardware.php?id=725]
*'''Media:''' ROM Board / [[GD-ROM]]
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** Other features: DSP, sound synthesizer
*'''Simultaneous Number of Colors:''' Approx. 16,770,000 (24-bits)
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* Main [[Transform, clipping, and lighting|T&L]] geometry [[Graphics processing unit|GPU]] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725]
*'''Polygons:''' 10 million polygons/sec with 6 light sources
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** [[wikipedia:Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[wikipedia:Shading#Ambient lighting|ambient lighting]], [[wikipedia:Shading#Distance falloff|parallel lighting]], [[wikipedia:Shading#Point lighting|point lighting]], [[wikipedia:Shading#Spotlight lighting|spotlight lighting]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
*'''Rendering Speed:''' 2000 Mpixels/sec (unrealistic max, assumes overdraw of 10x which nothing uses)
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** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
*'''Additional Features:''' Bump mapping, multiple fog modes, 8-bit alpha blending (256 levels of transparency), mip-mapping (polygon-texture auto switch), tri-linear filtering, super sampling for full scene anti-aliasing, environment mapping, and specular effect.
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** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
*'''Compatibility:''' Fully backwards compatible with all NAOMI and GD-ROM games.
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* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [http://www.system16.com/hardware.php?id=725] @ 200 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
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** [[Instructions per second|Bits]]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
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** Texture mapping: Bump mapping, mipmapping,{{ref|http://www.segatech.com/arcade/naomi1/index.html}} environment mapping, texture compression,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} multi-texturing,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} perspective correctionhttp://segatech.com/technical/overview/index.html
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** Filtering: Point filtering,http://segatech.com/technical/overview/index.html bilinear filtering,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} trilinear filtering, anisotropic filteringhttp://segatech.com/technical/overview/index.html
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** Anti-aliasing: Super-sampling anti-aliasing (SSAA),http://segatech.com/technical/overview/index.html full-scene anti-aliasing (FSAA){{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
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** Alpha blending: 256 levels of transparency,http://segatech.com/technical/overview/index.html multi-pass blending,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} translucency sorting{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
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** Shading: Perspective-correct ARGB Gouraud shading,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} shadowshttp://segatech.com/technical/overview/index.html
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** Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} 256 fog effects,http://segatech.com/technical/overview/index.html per-pixel table fog,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} [[wikipedia:Per-pixel lighting|per-pixel lighting]]{{ref|http://ign.com/articles/2000/01/22/zombie-revenge-3}}
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** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html
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* [[Operating system]]: Custom [[Windows CE]],http://segatech.com/technical/overview/index.html with [[DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[OpenGL]] support
 +
* [[wikipedia:Random-access memory|RAM]]: 168 MB
 +
** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) [http://www.system16.com/hardware.php?id=725]
 +
** [[wikipedia:VRAM|VRAM]]: 128 MB
 +
*** PowerVR2 SDRAM: 64 MB (100 MHz){{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
*** Elan geometry VRAM: 32 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
*** 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}}
 +
* Storage media: [[Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
* Color depth: 32-bit ARGB,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
 +
** 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
 +
* Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
* [[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/}}
 +
* [[Three-dimensional|Polygon]] performance:
 +
** 10 million textured polygons/sec, with 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering and other effects
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** 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering
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** 40 million polygons/sec (20 million per CPU/GPU), with lighting
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** 100 million polygons/sec (raw),{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} without lighting or texture mapping
 +
* [[Three-dimensional|Fillrate]]:
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** 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
 +
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 +
* Connection: JAMMA Video compliant
  
 
==List of Games==
 
==List of Games==

Revision as of 16:34, 7 June 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.

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

Technical Specifications

List of Games


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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