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]
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** 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 correctionhttp://segatech.com/technical/overview/index.html
+
** 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 filteringhttp://segatech.com/technical/overview/index.html
+
** 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}}
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** 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}} shadowshttp://segatech.com/technical/overview/index.html
+
** 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}}
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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,{{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
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** 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
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* [[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}}
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* 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

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

  • Main CPU: 2× Hitachi SH-4 @ 400 MHz[1]
  • 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),[4] 128 channels [2]
    • Other features: DSP, sound synthesizer
  • Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz [3]
  • 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
    • Main SDRAM: 32 MB (100 MHz) [5]
    • VRAM: 128 MB
      • PowerVR2 SDRAM: 64 MB (100 MHz)[2]
      • Elan geometry VRAM: 32 MB[2]
      • Model data VRAM: 32 MB [6]
    • Sound DRAM: 8 MB[2]
  • 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:
    • Rendering: 2 billion pixels/sec[5] (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
    • Textures: 200 million texels/sec
  • Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
  • Connection: JAMMA Video compliant

List of Games


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