Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz [http://www.system16.com/hardware.php?id=725] | ** 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}} | ** 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] | + | ** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels [http://www.system16.com/hardware.php?id=725] |
** Other features: DSP, sound synthesizer | ** Other features: DSP, sound synthesizer | ||
* Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] geometry [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725] | * Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] geometry [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725] | ||
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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/}} | * 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/}} | ||
** [http://gaming.wikia.com/wiki/Instructions_per_second Bits]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | ** [http://gaming.wikia.com/wiki/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 | + | ** 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 correction{{ref|http://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 | + | ** Filtering: Point filtering,{{ref|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 filtering{{ref|http://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}} | + | ** Anti-aliasing: Super-sampling anti-aliasing (SSAA),{{ref|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}} | + | ** Alpha blending: 256 levels of transparency,{{ref|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}} | + | ** Shading: Perspective-correct ARGB Gouraud shading,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} shadows{{ref|http://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}} | + | ** 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,{{ref|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 | + | ** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes){{ref|http://segatech.com/technical/overview/index.html}} |
− | * [[wikipedia:Operating system|Operating system]]: Custom [[Windows CE]],http://segatech.com/technical/overview/index.html with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support | + | * [[wikipedia:Operating system|Operating system]]: Custom [[Windows CE]],{{ref|http://segatech.com/technical/overview/index.html}} with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support |
* [[wikipedia:Random-access memory|RAM]]: 168 MB | * [[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] | ** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) [http://www.system16.com/hardware.php?id=725] | ||
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** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | ** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | ||
* Storage media: [[wikipedia:Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | * Storage media: [[wikipedia: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}} | + | * Color depth: 32-bit ARGB,{{ref|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 | * 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}} | ** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}} |
Revision as of 17:27, 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
- 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[5]
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [4] @ 200 MHz[1]
- Bits: 64-bit per GPU[1]
- Texture mapping: Bump mapping, mipmapping,[6] environment mapping, texture compression,[3] multi-texturing,[7] perspective correction[4]
- Filtering: Point filtering,[4] bilinear filtering,[3] trilinear filtering, anisotropic filtering[4]
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),[4] full-scene anti-aliasing (FSAA)[7]
- Alpha blending: 256 levels of transparency,[4] multi-pass blending,[7] translucency sorting[7]
- Shading: Perspective-correct ARGB Gouraud shading,[7] shadows[4]
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[7] 256 fog effects,[4] per-pixel table fog,[7] per-pixel lighting[8]
- Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)[4]
- Operating system: Custom Windows CE,[4] with DirectX 6.0, Direct3D and OpenGL support
- RAM: 168 MB
- Storage media: ROM board, GD-ROM drive[2]
- Color depth: 32-bit ARGB,[4] 16,777,216 colors (24-bit color) [7] with 8-bit (256 levels) alpha blending,[2] YUV and RGB color spaces, color key overlay[7]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[9] progressive scan
- Single monitor: 496×384 to 800×608 pixels[10]
- 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 rasterizer GPU), with lighting, shadows and trilinear filtering
- 40 million polygons/sec (20 million per CPU & rasterizer 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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