Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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==Technical Specifications== | ==Technical Specifications== | ||
+ | ===NAOMI 2 Specifications=== | ||
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | * Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | ||
** 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 | ||
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**Native operating system | **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 | **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 | ||
− | * Memory: Up to | + | * Memory: Up to 448 MB |
** [[RAM]]: 168 MB | ** [[RAM]]: 168 MB | ||
*** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) | *** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) | ||
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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}} | ||
*** Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | *** Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | ||
− | ** [[ROM]]: Up to | + | ** [[ROM]]: Up to 280 MB (24 MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 256 MB [[wikipedia:Mask ROM|Mask ROM]]) |
*** ROM access time: Under 100 [[wikipedia:Nanosecond|nanoseconds]] | *** ROM access time: Under 100 [[wikipedia:Nanosecond|nanoseconds]] | ||
*** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} | *** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} | ||
− | * Storage media: [[ROM]] board | + | * Storage media: [[ROM]] board{{ref|http://www.segatech.com/arcade/naomi2/index.html}} |
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) 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) 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 | ||
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* 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 | ||
+ | |||
+ | ===NAOMI 2 GD-ROM Specifications=== | ||
+ | The NAOMI 2 GD-ROM specification has the following memory differences:{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | ||
+ | |||
+ | * Board composition: Motherboard + Daughter Board + DIMM Board | ||
+ | * Storage media: [[GD-ROM]] drive | ||
+ | * Memory: 192 [[Byte|MB]] to 448 MB | ||
+ | ** [[RAM]]: 168 MB to 424 MB | ||
+ | *** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) | ||
+ | *** [[wikipedia:VRAM|VRAM]]: 128 MB | ||
+ | **** PowerVR2 SDRAM: 64 MB (100 MHz) | ||
+ | **** Elan geometry VRAM: 32 MB | ||
+ | **** Model data VRAM: 32 MB | ||
+ | *** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB | ||
+ | *** Optional DIMM RAM: Up to 256 MB | ||
+ | ** [[ROM]]: 24 MB [[EPROM]] | ||
==List of Games== | ==List of Games== |
Revision as of 07:06, 23 October 2015
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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 rasterizer GPU at higher clock rates, adding a new powerful T&L GPU, and increasing the 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 also more affordable than the very expensive 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
NAOMI 2 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
- Geometric performance: 40 million polygons/sec (20 million per CPU) with lighting
- 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
- 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 [1]
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects[5]
- Geometric performance: 10 million textured polygons/sec with 6 light sources per polygon,[2] shadows, trilinear filtering and other effects
- Floating-point performance: 7.5 GFLOPS[1]
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 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:
- Operating systems:
- Native operating system
- Custom Windows CE,[4] with DirectX 6.0, Direct3D and OpenGL support
- Memory: Up to 448 MB
- Storage media: ROM board[2]
- Color depth: 32-bit ARGB,[4] 16,777,216 colors (24-bit color) 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,[12] progressive scan
- Single monitor: 496×384 to 800×608 pixels[13]
- Dual monitor: 992×768 to 1600×608 pixels
- Textures per pass: 10[1]
- Geometric performance: 100 million polygons/sec (raw)[1]
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
NAOMI 2 GD-ROM Specifications
The NAOMI 2 GD-ROM specification has the following memory differences:[2]
- Board composition: Motherboard + Daughter Board + DIMM Board
- Storage media: GD-ROM drive
- Memory: 192 MB to 448 MB
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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