Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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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}} | ** 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){{ref|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 | + | * [[wikipedia:Operating system|Operating systems]]: |
+ | **Native 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] |
Revision as of 17:24, 16 September 2015
Sega NAOMI 2 | |||||
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Manufacturer: Sega | |||||
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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. It was more affordable than the Sega Hikaru arcade system that preceded it.
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]
- Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [4]
- 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) [5] @ 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 systems:
- Native 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) [8] 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
- Jet Squadron (prototype) (2000)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Striker 3 (2001)
- Wild Riders (2001)
- Club Kart: European Session (2002)
- King of Route 66 (2002)
- Sega Driving Simulator (2002)
- Soul Surfer (2002)
- Club Kart Prize (2003)
NAOMI 2 GD-ROM Games
- Beach Spikers (2001)
- 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)
- Initial D: Arcade Stage (2002)
- Initial D: Arcade Stage 2 (2003)
- Initial D: Version 3 (2004)
NAOMI 2 Satellite Terminal Games
- World Club Champion Football Serie A 2001-2002 (2002)
- Mobile Suit Gundam 0079 Card Builder (2005)
- Mobile Suit Gundam 0083 Card Builder (2007)
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