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 | + | 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== | ||
− | * | + | * Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} |
− | * | + | ** Features: 2× 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions |
− | * | + | ** Performance: 1440 MIPS and 5.6 GFLOPS |
− | * | + | ** 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}} |
− | * | + | * Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz |
− | * | + | ** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz [http://www.system16.com/hardware.php?id=725] |
− | * | + | ** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} |
− | * | + | ** 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] |
− | * | + | ** Other features: DSP, sound synthesizer |
− | * | + | * 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] |
− | * | + | ** [[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}} |
− | * | + | ** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing{{ref|http://www.segatech.com/arcade/naomi2/index.html}} |
− | * | + | ** 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}} |
− | * | + | * 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/}} |
+ | ** [[Instructions per second|Bits]]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | ||
+ | ** 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 | ||
+ | ** 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 | ||
+ | ** 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}} | ||
+ | ** 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}} | ||
+ | ** 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 | ||
+ | ** 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}} | ||
+ | ** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html | ||
+ | * [[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 | ||
+ | ** 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering | ||
+ | ** 40 million polygons/sec (20 million per CPU/GPU), with lighting | ||
+ | ** 100 million polygons/sec (raw),{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} without lighting or texture mapping | ||
+ | * [[Three-dimensional|Fillrate]]: | ||
+ | ** 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
Sega NAOMI 2 | |||||
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Manufacturer: Sega | |||||
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This teeny-tiny article needs some work. You can help us by expanding it.
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.
Contents
Technical Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz[1]
- Features: 2× 128-bit SIMD @ 400 MHz, 2× floating-point unit, graphic functions
- Performance: 1440 MIPS and 5.6 GFLOPS
- Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD matrix unit can be dedicated to game physics, artificial intelligence, collision detection, and overall game code[2]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Internal CPU: 32-bit ARM7 RISC CPU @ 45 MHz [1]
- CPU performance: 17 MIPS[3]
- PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),http://segatech.com/technical/overview/index.html 128 channels [2]
- Other features: DSP, sound synthesizer
- Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz [3]
- Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting[2]
- Vertex support: Combined dynamic and static model processing[2]
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects[4]
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [4] @ 200 MHz[1]
- Bits: 64-bit per GPU[1]
- Texture mapping: Bump mapping, mipmapping,[5] environment mapping, texture compression,[3] multi-texturing,[6] perspective correctionhttp://segatech.com/technical/overview/index.html
- Filtering: Point filtering,http://segatech.com/technical/overview/index.html bilinear filtering,[3] trilinear filtering, anisotropic filteringhttp://segatech.com/technical/overview/index.html
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),http://segatech.com/technical/overview/index.html full-scene anti-aliasing (FSAA)[6]
- Alpha blending: 256 levels of transparency,http://segatech.com/technical/overview/index.html multi-pass blending,[6] translucency sorting[6]
- Shading: Perspective-correct ARGB Gouraud shading,[6] shadowshttp://segatech.com/technical/overview/index.html
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[6] 256 fog effects,http://segatech.com/technical/overview/index.html per-pixel table fog,[6] per-pixel lighting[7]
- Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html
- Operating system: Custom Windows CE,http://segatech.com/technical/overview/index.html with DirectX 6.0, Direct3D and OpenGL support
- RAM: 168 MB
- Storage media: ROM board, GD-ROM drive[2]
- Color depth: 32-bit ARGB,http://segatech.com/technical/overview/index.html 16,777,216 colors (24-bit color) [7] with 8-bit (256 levels) alpha blending,[2] YUV and RGB color spaces, color key overlay[6]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[8] progressive scan
- Single monitor: 496×384 to 800×608 pixels[9]
- Dual monitor: 992×768 to 1600×608 pixels
- Bandwidth: 6 GB/sec[2]
- GFLOPS performance: 7.5 GFLOPS[1]
- Textures per pass: 10[1]
- Polygon performance:
- 10 million textured polygons/sec, with 6 light sources per polygon,[2] shadows, trilinear filtering and other effects
- 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering
- 40 million polygons/sec (20 million per CPU/GPU), with lighting
- 100 million polygons/sec (raw),[1] without lighting or texture mapping
- Fillrate:
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
List of Games
NAOMI 2 Games
- Club Kart: European Session (2002)
- Club Kart Prize (2003)
- Jet Squadron (prototype) (2000)
- King of Route 66 (2002)
- Sega Driving Simulator (2002)
- Soul Surfer (2002)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Striker 3 (2001)
- Wild Riders (2001)
NAOMI 2 GD-ROM Games
- Beach Spikers (2001)
- Initial D: Arcade Stage (2002)
- Initial D: Arcade Stage 2 (2003)
- Initial D: Version 3 (2004)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Evolution Ver. B (2003)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. C (2002)
- Virtua Striker 3 (2001)
NAOMI 2 Satellite Terminal Games
- Mobile Suit Gundam 0079 Card Builder (2005)
- Mobile Suit Gundam 0083 Card Builder (2007)
- World Club Champion Football European Clubs 2004-2005 (2005)
- World Club Champion Football European Clubs 2005-2006 (2006)
- World Club Champion Football Serie A 2001-2002 (2002)
- World Club Champion Football Serie A 2001-2002 Ver.2 (2003)
- World Club Champion Football Serie A 2002-2003 (2003)
- World Club Champion Football Serie A 2002-2003 Ver.2 (2004)
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