Difference between revisions of "Sega Model 3"

From Sega Retro

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** Step 2.0: Sega 837-12716 MODEL3 STEP2
 
** Step 2.0: Sega 837-12716 MODEL3 STEP2
 
** Step 2.1: Sega 837-13368 MODEL3 STEP2.1
 
** Step 2.1: Sega 837-13368 MODEL3 STEP2.1
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [[Lockheed Martin]] [[wikipedia:Real3D|Real3D/Pro‑1000]] @ 50 MHz (Step 1.0) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}
+
* [[wikia:w:c:gaming:Display resolution|Display Resolution]]: 496×384 to [[wikipedia:480p|640x480]], [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]]), 24 kHz [[wikipedia:Horizontal scan rate|horizontal sync]], one or two planes
** [[wikipedia:Arithmetic logic unit|ALU]]: 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM @ 33 MHz (Step 1.0) {{fileref|M5M410092B datasheet.pdf}}{{fileref|M5M410092FP datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}{{ref|http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf}}
+
** [[wikipedia:Refresh rate|Refresh rate]]: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp 60 Hz], 60 [[wikipedia:Frame rate|frames per second]]
 +
* [[Palette|Color Depth]]: 32-bit [[wikipedia:RGBA color space|ARGB]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
 +
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
 +
}}
 +
 
 +
====Step 1.0====
 +
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [[Lockheed Martin]] [[wikipedia:Real3D|Real3D/Pro‑1000]] @ 50 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}
 +
** [[wikipedia:Arithmetic logic unit|ALU]]: 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM @ 33 MHz {{fileref|M5M410092B datasheet.pdf}}{{fileref|M5M410092FP datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}}{{ref|http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf}}
 
*** Functional blocks: 4× 32-bit Pixel ALU (33 MHz), 4× 256-bit Global Bus (16 MHz), 4× 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 4× 1280-bit (8× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 4× 128-bit (16× 32-bit) dual-port SDRAM banks (16 MHz)
 
*** Functional blocks: 4× 32-bit Pixel ALU (33 MHz), 4× 256-bit Global Bus (16 MHz), 4× 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 4× 1280-bit (8× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 4× 128-bit (16× 32-bit) dual-port SDRAM banks (16 MHz)
 
*** [[wikipedia:Render output unit|Render output units]]: 16 (4× 4) ROP/blend units (8-bit), 8 (4× 2) Z-compare units (32-bit)
 
*** [[wikipedia:Render output unit|Render output units]]: 16 (4× 4) ROP/blend units (8-bit), 8 (4× 2) Z-compare units (32-bit)
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** [[wikipedia:Texture mapping|Texture mapping]]: Full color texture mapping, [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]], [[wikipedia:Trilinear filtering|Trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, [https://web.archive.org/web/20130126073536/www.edge-online.com/features/brief-history-3d/3 reflection/environment mapping], 32×32 to 1024×1024 texture sizes
 
** [[wikipedia:Texture mapping|Texture mapping]]: Full color texture mapping, [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]], [[wikipedia:Trilinear filtering|Trilinear filtering]], [[wikipedia:Trilinear interpolation|trilinear interpolation]], trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, [https://web.archive.org/web/20130126073536/www.edge-online.com/features/brief-history-3d/3 reflection/environment mapping], 32×32 to 1024×1024 texture sizes
 
*** Texture RAM: 8 MB (16× 512 KB) Mitsubishi Cached SDRAM (33 MHz), 2× 64-bit (8× 16-bit),{{fileref|M5M4V4169TP datasheet.pdf}} 2.062 GB/sec (8× 264 MB/sec) texture RAM bandwidth,{{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} dual 2048×1024 texture sheets (4.2 million texels per frame)
 
*** Texture RAM: 8 MB (16× 512 KB) Mitsubishi Cached SDRAM (33 MHz), 2× 64-bit (8× 16-bit),{{fileref|M5M4V4169TP datasheet.pdf}} 2.062 GB/sec (8× 264 MB/sec) texture RAM bandwidth,{{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} dual 2048×1024 texture sheets (4.2 million texels per frame)
*** Texture fillrate: 357 million [[wikipedia:Texel (graphics)|texels]]/sec (85 frames/sec), 16 million coloured textures/sec
+
*** Texture fillrate: 357 million [[wikipedia:Texel (graphics)|texels]]/sec (color), 1.426 billion texels/sec (grayscale), 16 million colored textures/sec
 
** [[wikipedia:Shading|Shading]]: [http://www.giantbomb.com/flat-shading/3015-2277/ Flat shading], [http://www.giantbomb.com/gouraud-shading/3015-4864/ Gouraud shading], high-specular Gouraud shading, micro texture shading, [[wikipedia:Fixed-function|fix shading]], flat sun shading
 
** [[wikipedia:Shading|Shading]]: [http://www.giantbomb.com/flat-shading/3015-2277/ Flat shading], [http://www.giantbomb.com/gouraud-shading/3015-4864/ Gouraud shading], high-specular Gouraud shading, micro texture shading, [[wikipedia:Fixed-function|fix shading]], flat sun shading
 
** [[wikipedia:Special effects|Special effects]]: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], model & texture [[wikipedia:Level of detail|LOD]], fade in/out, 4095 moving [[wikipedia:3D modeling|models]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur]
 
** [[wikipedia:Special effects|Special effects]]: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], model & texture [[wikipedia:Level of detail|LOD]], fade in/out, 4095 moving [[wikipedia:3D modeling|models]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur]
* [[wikia:w:c:gaming:Display resolution|Display Resolution]]: 496×384 to [[wikipedia:480p|640x480]], [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]]), 24 kHz [[wikipedia:Horizontal scan rate|horizontal sync]], one or two planes
+
 
** [[wikipedia:Refresh rate|Refresh rate]]: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp 60 Hz], 60 [[wikipedia:Frame rate|frames per second]]
+
====Step 1.5====
* [[Palette|Color Depth]]: 32-bit [[wikipedia:RGBA color space|ARGB]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
+
* GPU: 2× Lockheed Martin Real3D/Pro‑1000 @ 66 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
+
** ALU: 4× Mitsubishi 3D‑RAM @ 33 MHz
}}
+
*** Framebuffer fillrate: 2.112 billion pixels/sec (erase), 528 million pixels/sec (write), 264 million pixels/sec (read)
 +
*** ALU performance: 528 million operations/sec, 7 million vectors/sec, 4 million triangle polygons/sec, 4 million tiles/sec
 +
*** ALU polygon fillrate: 300 million pixels/sec (write)
 +
*** Functions/Features/Framebuffers: Same as Step 1.0
 +
** Geometrizers: 2 custom ASIC geometry processors, 2 floating-point units (32-bit)
 +
*** Geometrizer performance: 2.6 million textured triangle polygons/sec (1.3 million textured quad polygons/sec) with effects (shading, translucency, anti-aliasing, fog, lighting, Z-buffering)
 +
*** Features/Lighting: Same as Step 1.0
 +
** Renderers: 2 pixel processors
 +
*** Renderer polygon fillrate: 133 million pixels/sec (write)
 +
*** Anti-aliasing: Same as Step 1.0
  
 
===Memory===
 
===Memory===

Revision as of 21:04, 17 November 2015

Model3 fullboard.jpg
Sega Model 3
Manufacturer: Sega
Release Date RRP Code

The Sega Model 3 is an arcade platform produced by Sega. It is a successor to the Sega Model 2 platform, and was released in 1996.

The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. The Model 3 used dual Real3D/PRO-1000 graphics processors as its GPU, designed by Lockheed Martin in partnership with Mitsubishi. The Model 3 was designed to push as many textured polygons as possible in real-time, along with the most advanced graphical techniques available at the time, such as multisample anti-aliasing, motion blur, facial animation, specular highlighting/reflection/shading, and multiple light sources. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer at the time; it took several years for home systems to catch-up to the Model 3.

The Model 3 was succeeded by the Sega NAOMI in 1998, followed by the Sega Hikaru in 1999 and Sega NAOMI 2 in 2000.

History

The Model 3 board went through a series of delays which frustrated Sega. Following their success with the Model 2's graphics chip, Lockheed Martin were unable to finalise the specifications of the Model 3's GPU, the Real3D/Pro-1000 graphics processors, until late 1995 or early 1996. Lockheed Martin partnered with Mitsubishi, which provided the GPU's ALU and graphics memory.[1] Sega had planned to release the board in late 1995 along with three games, one of which, Indy 500, was reportedly downgraded to Model 2 hardware thanks to the troubles. In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".[2] When the Model 3 specification was finalized, it used two Real3D/Pro-1000 processors, including four 3D-RAM chips.[3] The Model 3 eventually debuted, with Virtua Fighter 3 as its first game, at the AOU Show 1996 in February 1996, and was followed by Scud Race later that year. The board was officially supported until 1999, to make room for the Sega NAOMI and its successors, the Sega Hikaru and NAOMI 2.

The Model 3 went through a number of revisions (steps) in which improvements were made the system and board architecture was changed. These "steppings" mainly increased the clock speed of the CPU and the speed of the 3D engine, as well as minor changes to the board architecture.[3] Step 1.0 and Step 1.5 released in 1996, Step 2.0 in 1997, and Step 2.1 in 1998. Though there was much talk of Model 3 games being ported to the Sega Saturn, all home ports of Model 3 games were seen on the Sega Dreamcast, including the likes of Sega Rally 2, Virtua Fighter 3tb, Virtual-On Oratorio Tangram and Virtua Striker 2.

It was the most powerful game system in its time, an order of magnitude more powerful than PC graphics cards from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.[4] By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[5] making them some of the best-selling arcade game boards of all time. At around $15,000 each (for the Model 2, with the Model 3 costing higher), this amounts to at least over $3 billion revenue from cabinet sales, equivalent to over $4.9 billion in 2014.

From the early 1970s, arcades had been at the forefront of graphical technology in video games. The Model 3 hardware as well as competitors from this era were also leading the industry from a graphical perspective at the time, compared to PCs which were still producing Model 2 quality graphics in 1998,[4] but the gap began to slowly narrow after that, as PCs would begin to benefit from hardware accelerated graphics towards the end of the decade. Beginning with the co-development of the Sega Dreamcast console and Sega NAOMI arcade system, both released in 1998, consoles and later PCs would slowly become the basis for arcade systems, rather than the reverse as it had been up until this point. The last proprietary Sega arcade systems would be the Sega Hikaru and Sega NAOMI 2, after which PCs would overtake arcade systems as the forefront of graphical technology. Today, arcade games are built primarily around controls and the experience one gets from a game as opposed to graphical potential. Complex motion cabinets, and large, unique forms of control unsuitable for households is what drives the arcade industry in the present day.

Technical Specifications

  • Board Composition: CPU + VIDEO + ROM boards
  • Main CPU: IBM-Motorola PowerPC 603e (32-bit & 64-bit instructions)
    • Step 1.0: 66 MHz (93.4 MIPS, 132 MFLOPS)
    • Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
    • Step 2.0: PowerPC 603R @ 166 MHz [3] (498 MIPS,[6] 332 MFLOPS)
  • Other Specifications: 10 Mb/s connection, calendar IC

Sound

Graphics

Step 1.0

Step 1.5

  • GPU: 2× Lockheed Martin Real3D/Pro‑1000 @ 66 MHz [3]
    • ALU: 4× Mitsubishi 3D‑RAM @ 33 MHz
      • Framebuffer fillrate: 2.112 billion pixels/sec (erase), 528 million pixels/sec (write), 264 million pixels/sec (read)
      • ALU performance: 528 million operations/sec, 7 million vectors/sec, 4 million triangle polygons/sec, 4 million tiles/sec
      • ALU polygon fillrate: 300 million pixels/sec (write)
      • Functions/Features/Framebuffers: Same as Step 1.0
    • Geometrizers: 2 custom ASIC geometry processors, 2 floating-point units (32-bit)
      • Geometrizer performance: 2.6 million textured triangle polygons/sec (1.3 million textured quad polygons/sec) with effects (shading, translucency, anti-aliasing, fog, lighting, Z-buffering)
      • Features/Lighting: Same as Step 1.0
    • Renderers: 2 pixel processors
      • Renderer polygon fillrate: 133 million pixels/sec (write)
      • Anti-aliasing: Same as Step 1.0

Memory

  • Memory: Up to 285.16504 MB (128 MB main, 123.15723 MB video, 33.69533 MB audio, 320 KB other)
    • RAM: 32.54004 MB (33,321 KB) [3]
      • Main RAM: 8 MB (8192 KB) @ 66 MHz
      • VRAM: 23,713 KB (5 MB framebuffer, 8 MB textures, 33 KB SRAM cache, 1 MB display list, 4 MB culling, 4 MB polygons, 1152 KB tilemap generator VRAM) [8]
      • Audio RAM: 1096 KB (64 KB main, 1032 KB SCSP; 512 KB per SCSP chip)
      • Other RAM: 320 KB (192 KB security, 128 KB backup static NVRAM)
    • ROM: Up to 252.625 MB (120 MB main,[18] 100 MB video/texture/graphics Mask ROM,[19] 32.625 MB audio ROM) [18]
      • ROM access time: 100 nanoseconds[19]
      • High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.[19]

Hardware Images

List of Games

Step 1.0

Step 1.5

Step 2.0

Step 2.1


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