Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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** Features: 2× 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
 
** Features: 2× 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
 
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]] and 5.6 GFLOPS
 
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]] and 5.6 GFLOPS
 +
*** 40 million polygons/sec (20 million per CPU) with lighting
 
** 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}}
 
** 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
 
* Sound engine: 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}}
 +
** Geometric performance: 28 million textured polygons/sec (14 million per rasterizer GPU) with lighting, shadows and trilinear filtering
 +
** [[wikipedia:Fillrate|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 for rasterizer GPU
 
* [[wikipedia:Operating system|Operating systems]]:
 
* [[wikipedia:Operating system|Operating systems]]:
 
**Native operating system
 
**Native operating system
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* Textures per pass: 10{{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/}}
 
* [http://gaming.wikia.com/wiki/Three-dimensional Polygon] performance:
 
* [http://gaming.wikia.com/wiki/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
+
** 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 rasterizer GPU), with lighting, shadows and trilinear filtering
+
** 100 million polygons/sec raw{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
** 40 million polygons/sec (20 million per CPU & rasterizer GPU), with lighting
 
** 100 million polygons/sec (raw),{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} without lighting or texture mapping
 
* [[wikipedia:Fillrate|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: At least 200 million [[wikipedia:Texel (graphics)|texels]]/sec for rasterizer GPU
 
 
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 
* Connection: JAMMA Video compliant
 
* Connection: JAMMA Video compliant

Revision as of 11:37, 11 October 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. 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.

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) [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] normal maping (Dot3 bump mapping)
    • 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]
    • Polygons: Quad polygons, triangle polygons
    • GMV (general modifier volumes):[4] Light beams, shadows, lasers, glowing suns[9]
    • Geometric performance: 28 million textured polygons/sec (14 million per rasterizer GPU) with lighting, shadows and trilinear filtering
    • 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 for rasterizer GPU
  • Operating systems:
  • RAM: 168 MB
  • Storage media: ROM board, GD-ROM drive[2]
    • ROM access time: Under 100 nanoseconds
    • ROM can be accessed directly, and effectively be used as RAM.[10]
  • 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,[11] progressive scan
    • Single monitor: 496×384 to 800×608 pixels[12]
    • Dual monitor: 992×768 to 1600×608 pixels
  • 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
    • 100 million polygons/sec raw[1]
  • Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
  • Connection: JAMMA Video compliant

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


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Originating in arcades









Console-based hardware








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