Difference between revisions of "Sega Hikaru"

From Sega Retro

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** Features: 2× [[wikipedia:128-bit|128-bit]] [[wikipedia:SIMD|SIMD]] @ 200 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
 
** Features: 2× [[wikipedia:128-bit|128-bit]] [[wikipedia:SIMD|SIMD]] @ 200 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
 
** Performance: 720 [[wikipedia:Instructions per second|MIPS]] and 2.8 [[wikipedia:FLOPS|GFLOPS]]
 
** Performance: 720 [[wikipedia:Instructions per second|MIPS]] and 2.8 [[wikipedia:FLOPS|GFLOPS]]
 +
*** Geometric performance: 20 million polygons/sec with lighting (10 million per CPU)
 
* [[wikipedia:Computer network|Network]] CPU: [[Motorola 68000]]
 
* [[wikipedia:Computer network|Network]] CPU: [[Motorola 68000]]
 
* [[wikipedia:Sound chip|Sound engine]]: 2× [[wikipedia:Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz
 
* [[wikipedia:Sound chip|Sound engine]]: 2× [[wikipedia:Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz
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** Polygons: [[wikipedia:Polygon mesh|Quad polygons]], [[wikipedia:Triangle mesh|triangle polygons]]
 
** Polygons: [[wikipedia:Polygon mesh|Quad polygons]], [[wikipedia:Triangle mesh|triangle polygons]]
 
** GMV (general modifier volumes):{{ref|http://segatech.com/technical/overview/index.html}} Light beams, shadows, lasers, glowing suns{{ref|http://www.gamepilgrimage.com/DCPScompare.htm}}
 
** GMV (general modifier volumes):{{ref|http://segatech.com/technical/overview/index.html}} Light beams, shadows, lasers, glowing suns{{ref|http://www.gamepilgrimage.com/DCPScompare.htm}}
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** Geometric performance: 14 million textured polygons/sec with lighting, shadows and trilinear filtering (7 million per rasterizer GPU)
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** Fillrate:
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*** Rendering fillrate: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
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*** Texture fillrate: 200 million [[wikipedia:Texel (graphics)|texels]]/sec (100 million per rasterizer GPU)
 
* [[wikipedia:Operating system|Operating systems]]:
 
* [[wikipedia:Operating system|Operating systems]]:
 
**Native operating system
 
**Native operating system
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** Single monitor: 496×384 to 800×608 pixels
 
** Single monitor: 496×384 to 800×608 pixels
 
** [[wikipedia:Multi-monitor|Dual monitor]]: 992×768 to 1600×608 pixels
 
** [[wikipedia:Multi-monitor|Dual monitor]]: 992×768 to 1600×608 pixels
* Polygon performance for CPU & rasterizer GPU:
 
** 14 million textured polygons/sec with lighting, shadows and trilinear filtering (7 million per rasterizer GPU)
 
** 20 million polygons/sec with lighting (10 million per CPU & rasterizer GPU)
 
* Fillrate:
 
** Rendering fillrate: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Texture fillrate for rasterizer GPU: 200 million [[wikipedia:Texel (graphics)|texels]]/sec
 
 
* Extensions: communication, [http://www.giantbomb.com/surround-sound/3015-2571/ 4-channel surround audio], PCI, [[wikipedia:MIDI|MIDI]], RS-232C
 
* Extensions: communication, [http://www.giantbomb.com/surround-sound/3015-2571/ 4-channel surround audio], PCI, [[wikipedia:MIDI|MIDI]], RS-232C
 
* Connection: [[JAMMA Show|JAMMA]] Video compliant
 
* Connection: [[JAMMA Show|JAMMA]] Video compliant

Revision as of 11:33, 11 October 2015

Hikaru mainPCB.jpg
Sega Hikaru
Manufacturer: Sega
Release Date RRP Code

The Sega Hikaru is a successor of the NAOMI hardware, with superior graphical capabilities. The Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's Brave Fire Fighters, in which the flame and water effects were largely a showpiece for the hardware.

The Hikaru hardware was the first arcade platform capable of effective Phong shading, and it was capable of complex particle effects for its time. Upon release, it was the most powerful, and most expensive, gaming system. Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI and NAOMI 2 development.

Development

According to Sega in 1999: "Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision."[1]

Specifications

Hardware Images

List of Games


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