Difference between revisions of "Sega Model 3"
From Sega Retro
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==Technical Specifications== | ==Technical Specifications== | ||
===Step 1.0 Specifications=== | ===Step 1.0 Specifications=== | ||
− | |||
* Board Composition: CPU + VIDEO + ROM boards | * Board Composition: CPU + VIDEO + ROM boards | ||
** Video board: [[Sega]] 837-11859 MODEL3 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} | ** Video board: [[Sega]] 837-11859 MODEL3 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} | ||
* Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|http://www.segatech.com/archives/january1998.html}} | * Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] @ 66 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|http://www.segatech.com/archives/january1998.html}} | ||
** Capabilities: 64-bit bus width, [[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions/operations, 198 [[wikipedia:Instructions per second|MIPS]],{{fileref|TSPC603R datasheet.pdf}} 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]], direct high-speed access to main CROM (CPU ROM) on game ROM board {{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}}{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} | ** Capabilities: 64-bit bus width, [[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions/operations, 198 [[wikipedia:Instructions per second|MIPS]],{{fileref|TSPC603R datasheet.pdf}} 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]], direct high-speed access to main CROM (CPU ROM) on game ROM board {{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}}{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} | ||
− | + | ||
− | + | ==== Sound ==== | |
− | + | {{multicol| | |
− | + | * Sound CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} (2.1 MIPS) | |
− | + | * Sound Chip: 2× [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]] | |
− | + | ** DSP: 2× "LAKE" FH1 128-step DSP | |
− | + | ** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]]) | |
− | + | ** Other features: [[wikipedia:MIDI|MIDI]] interface, 32 MIDI channels, 32 [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels, 32 [[wikipedia:Low-frequency oscillation|LFO]] channels, [[wikipedia:Quadraphonic sound|4-channel]] [[wikipedia:Surround sound|surround sound]], 16.5 MB SROM (Sound [[ROM]]) | |
− | + | * Optional Sound Board: MPEG Sound Board | |
− | + | ** Sound CPU: [[Motorola 68000]] or [[Zilog Z80]] | |
+ | ** Sound chip: [[NEC]] uD65654GF102 | ||
+ | ** Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers | ||
+ | }} | ||
+ | |||
+ | ==== Graphics ==== | ||
+ | {{multicol| | ||
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [http://system16.com/boards/model3_cpu1.jpg Sega 315-5830-A] ([[Lockheed Martin|Real3D]] Pro‑1000) @ 50 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{fileref|Real3D100ArchitectureOverview.pdf}} | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: 2× [http://system16.com/boards/model3_cpu1.jpg Sega 315-5830-A] ([[Lockheed Martin|Real3D]] Pro‑1000) @ 50 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}}{{fileref|Real3DPro1000ProductDescription.pdf}}{{ref|http://www.thefreelibrary.com/Mitsubishi's+Graphics+Memory+Products+Power+REAL+3D's+R3D%2FPRO-1000...-a018554504}}{{fileref|Real3D100ArchitectureOverview.pdf}} | ||
− | ** [[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}} | + | ** [[wikipedia:Arithmetic logic unit|ALU]]: 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D‑RAM (33 MHz, 2 ALU per GPU) {{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 per ALU: 32-bit Pixel ALU (33 MHz), 256-bit Global Bus (16 MHz), 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 1280-bit (2× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 128-bit (16× 32-bit) dual-port DRAM banks (16 MHz) | *** Functional blocks per ALU: 32-bit Pixel ALU (33 MHz), 256-bit Global Bus (16 MHz), 256/32-bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache (16/33 MHz), 1280-bit (2× 640-bit) [[wikipedia:Sequential access memory|SAM]] Video Buffers (27 MHz), 128-bit (16× 32-bit) dual-port DRAM banks (16 MHz) | ||
*** [[wikipedia:Render output unit|Render output units]]: 16× 8-bit ROP/blend units (33 MHz, 4 units per ALU), 8× 32-bit [[wikipedia:Z-buffering|Z‑compare]] units (33 MHz, 2 units per ALU) | *** [[wikipedia:Render output unit|Render output units]]: 16× 8-bit ROP/blend units (33 MHz, 4 units per ALU), 8× 32-bit [[wikipedia:Z-buffering|Z‑compare]] units (33 MHz, 2 units per ALU) | ||
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*** Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec | *** Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec | ||
*** Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec) | *** Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec) | ||
− | ** Geometrizers: | + | ** Geometrizers: 2× Geometry Engine ASIC (50 MHz, 2× 32-bit floating-point units) |
*** Geometrizer features: [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]], [[wikipedia:Hidden surface determination|culling]], 24-bit hidden surface removal, [[wikipedia:Clipping (computer graphics)|clipping]], 24-bit floating-point Z-buffering, depth buffer, stencil buffer, particle effects | *** Geometrizer features: [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]], [[wikipedia:Hidden surface determination|culling]], 24-bit hidden surface removal, [[wikipedia:Clipping (computer graphics)|clipping]], 24-bit floating-point Z-buffering, depth buffer, stencil buffer, particle effects | ||
*** [[wikipedia:Computer graphics lighting|Lighting]]: Parallel light, pin-point light, 4 light spots, 4 [[wikipedia:Shading#Spotlight lighting|spot lights]], pin spot light, [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Specular highlight|specular highlighting]], headlight illumination, landing lights, glare effects, sunlight | *** [[wikipedia:Computer graphics lighting|Lighting]]: Parallel light, pin-point light, 4 light spots, 4 [[wikipedia:Shading#Spotlight lighting|spot lights]], pin spot light, [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Specular highlight|specular highlighting]], headlight illumination, landing lights, glare effects, sunlight | ||
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*** [[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 | ||
*** Renderer fillrate: 270 million pixels/sec (framebuffers), 100 million pixels/sec (polygons) | *** Renderer fillrate: 270 million pixels/sec (framebuffers), 100 million pixels/sec (polygons) | ||
− | ** Texture | + | ** Texture units: 2× Texture Processors (50 MHz) |
*** Capabilities: Full color [[wikipedia:Texture mapping|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], 16 million colored textures/sec | *** Capabilities: Full color [[wikipedia:Texture mapping|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], 16 million colored textures/sec | ||
*** Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped) | *** Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped) | ||
− | *** Texture RAM: 8 MB (16× 512 KB) Mitsubishi Cached DRAM (33 MHz),{{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) on-board Mitsubishi Cached DRAM (33 MHz),{{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: 100 million [[wikipedia:Texel (graphics)|texels]]/sec | *** Texture fillrate: 100 million [[wikipedia:Texel (graphics)|texels]]/sec | ||
** Fragment Processor: [[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] | ** Fragment Processor: [[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] | ||
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* [[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]] | * [[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 | * 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 | ||
+ | }} | ||
+ | |||
+ | ====Memory==== | ||
+ | {{multicol| | ||
* Memory: Up to 243 [[Byte|MB]] (136 MB main, 89.157226 MB video, 17.570312 MB sound, 320 [[Byte|KB]] other) {{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}} | * Memory: Up to 243 [[Byte|MB]] (136 MB main, 89.157226 MB video, 17.570312 MB sound, 320 [[Byte|KB]] other) {{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp}} | ||
− | + | * [[RAM]]: 35,369 KB (34.540039 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp}} | |
− | + | ** Main RAM: 8 MB @ 66 MHz (3 MB [[wikipedia:SGRAM|SGRAM]], 64-bit,{{ref|http://pdf.datasheetcatalog.com/datasheets2/10/1024306_1.pdf}} 528 MB/sec bandwidth) | |
− | + | ** [[VRAM]]: 25,761 KB (5121 KB framebuffers, 9248 KB textures, 1 MB [[wikipedia:Display list|display list]], 4 MB polygons, 5 MB culling,{{ref|https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h}} 1152 KB tile generator){{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}} | |
− | + | *** [[wikipedia:Framebuffer|Framebuffer]] RAM: 5121 KB (5 MB [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM, 1 KB pixel buffer SRAM [[wikipedia:Cache (computing)|cache]]) {{fileref|M5M410092FP datasheet.pdf/}} | |
− | + | *** [[wikipedia:Texture memory|Texture RAM]]: 9248 KB (8 MB Mitsubishi Cached DRAM, 32 KB [[SRAM]] cache,{{fileref|M5M4V4169TP datasheet.pdf}} 1 MB [[wikipedia:FIFO (computing and electronics)|FIFO]]) | |
− | + | *** [[wikipedia:SDRAM|SDRAM]]: 4 MB {{fileref|HM5241605 datasheet.pdf}} | |
− | + | ** Sound RAM: 1096 KB (64 KB main, 1032 KB SCSP [[wikipedia:DRAM|DRAM]]; 512 KB per SCSP chip) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-30/DSA-593604.pdf}} | |
− | + | ** Other RAM: 320 KB (192 KB security, 128 KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]]) {{ref|http://www.syntax.com.tw/upload/pdf/IC-62256-70-3.pdf}} | |
− | + | * [[ROM]]: Up to 208.5 MB (128 MB CROM, 64 MB VROM, 16.5 MB SROM) | |
− | + | ** ROM access time: 100 [[wikipedia:Nanosecond|nanoseconds]] {{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} | |
− | + | ** High-speed access allows ROM to effectively be used as RAM, and polygon/texture data streamed directly from VROM to the GPU. | |
}} | }} | ||
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*** Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec | *** Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec | ||
*** Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec) | *** Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec) | ||
− | ** Geometrizers: | + | ** Geometrizers: 2× Geometry Engine ASIC (66 MHz, 2× 32-bit floating-point units) |
*** Geometrizer performance: 2.64 million textured triangle polygons/sec (1.32 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering | *** Geometrizer performance: 2.64 million textured triangle polygons/sec (1.32 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering | ||
** Renderers: 2× Pixel Processors (66 MHz) | ** Renderers: 2× Pixel Processors (66 MHz) | ||
*** Renderer fillrate: 356 million pixels/sec (framebuffers), 132 million pixels/sec (polygons) | *** Renderer fillrate: 356 million pixels/sec (framebuffers), 132 million pixels/sec (polygons) | ||
− | ** Texture | + | ** Texture units: 2 Texture Processors (66 MHz) |
*** Texture fillrate: 132 million texels/sec | *** Texture fillrate: 132 million texels/sec | ||
}} | }} | ||
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** Capabilities: [[:File:TSPC603R datasheet.pdf|498 MIPS]], [http://www.segatech.com/archives/january1998.html 332 MFLOPS]) | ** Capabilities: [[:File:TSPC603R datasheet.pdf|498 MIPS]], [http://www.segatech.com/archives/january1998.html 332 MFLOPS]) | ||
* GPU: 6× Sega 315-6060 (Real3D Pro‑1000) @ 50 MHz {{fileref|Real3DPro1000ProductDescription.pdf}}{{fileref|Real3D100ArchitectureOverview.pdf}} | * GPU: 6× Sega 315-6060 (Real3D Pro‑1000) @ 50 MHz {{fileref|Real3DPro1000ProductDescription.pdf}}{{fileref|Real3D100ArchitectureOverview.pdf}} | ||
− | ** ALU: 15× Mitsubishi 3D‑RAM (33 MHz) {{fileref|M5M410092B datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | ** ALU: 15× Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU) {{fileref|M5M410092B datasheet.pdf}}{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} |
*** Render output units: 48× 8-bit ROP/blend units (33 MHz), 24× 32-bit Z‑compare units (33 MHz) | *** Render output units: 48× 8-bit ROP/blend units (33 MHz), 24× 32-bit Z‑compare units (33 MHz) | ||
*** Framebuffer bandwidth: 6.6 GB/sec (1.1 GB/sec per GPU, 533 MB/sec per ALU) | *** Framebuffer bandwidth: 6.6 GB/sec (1.1 GB/sec per GPU, 533 MB/sec per ALU) | ||
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*** Performance: 1.584 billion operations/sec, 12 million triangle polygons/sec, 21 million vectors/sec, 12 million tiles/sec | *** Performance: 1.584 billion operations/sec, 12 million triangle polygons/sec, 21 million vectors/sec, 12 million tiles/sec | ||
*** Polygon fillrate: 900 million pixels/sec (9 million triangles/sec), 600 million pixels/sec (12 million triangles/sec) | *** Polygon fillrate: 900 million pixels/sec (9 million triangles/sec), 600 million pixels/sec (12 million triangles/sec) | ||
− | ** Geometrizers: | + | ** Geometrizers: 6× Geometry Engine ASIC (50 MHz, 6× 32-bit floating-point units) |
*** Lighting: 12 light spots, 12 spot lights | *** Lighting: 12 light spots, 12 spot lights | ||
*** Geometrizer performance: 6 million textured triangle polygons/sec (3 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering | *** Geometrizer performance: 6 million textured triangle polygons/sec (3 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering | ||
− | ** Renderers: | + | ** Renderers: 6× Pixel Processors (50 MHz) |
*** Renderer fillrate: 810 million pixels/sec (framebuffers), 300 million pixels/sec (polygons) | *** Renderer fillrate: 810 million pixels/sec (framebuffers), 300 million pixels/sec (polygons) | ||
− | ** Texture | + | ** Texture units: 6× Texture Processors (50 MHz) |
− | *** Texture RAM: 21 MB (42× 512 KB) Mitsubishi Cached DRAM (33 MHz), 6.187 GB/sec (24× 264 MB/sec) texture RAM bandwidth {{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} | + | *** Texture RAM: 21 MB (42× 512 KB) on-board Mitsubishi Cached DRAM (33 MHz), 6.187 GB/sec (24× 264 MB/sec) texture RAM bandwidth {{ref|http://smithsonianchips.si.edu/ice/cd/MEMORY97/SEC07.PDF}} |
*** Texture fillrate: 300 million texels/sec | *** Texture fillrate: 300 million texels/sec | ||
* Memory: Up to 317 [[Byte|MB]] (136 MB main, 146.835693 MB video, 33.695312 MB sound) | * Memory: Up to 317 [[Byte|MB]] (136 MB main, 146.835693 MB video, 33.695312 MB sound) |
Revision as of 19:29, 18 November 2015
Sega Model 3 | |||||
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Manufacturer: Sega | |||||
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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 Real3D 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.
Contents
History
The Model 3 board went through a series of delays which frustrated Sega. Following their success with the Model 2's graphics chip, Real3D (a spin-off company from 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. By this time, Real3D had partnered with Mitsubishi, which provided the ALU and graphics memory for the Pro-1000.[1] Sega had planned to release the Model 3 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 Mitsubishi 3D-RAM ALU 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
Step 1.0 Specifications
Sound
- Sound CPU : Motorola 68000 (16/32-bit) @ 12 MHz [3] (2.1 MIPS)
- Sound Chip: 2× Yamaha SCSP/YMF292-F
- DSP: 2× "LAKE" FH1 128-step DSP
- PCM audio: 64 voices/channels, 16-bit depth, 44.1 kHz sampling rate (CD quality)
- Other features: MIDI interface, 32 MIDI channels, 32 FM synthesis channels, 32 LFO channels, 4-channel surround sound, 16.5 MB SROM (Sound ROM)
- Optional Sound Board: MPEG Sound Board
- Sound CPU: Motorola 68000 or Zilog Z80
- Sound chip: NEC uD65654GF102
- Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers
Graphics
- GPU: 2× Sega 315-5830-A (Real3D Pro‑1000) @ 50 MHz [3][10][11][1][12]
- ALU: 4× Mitsubishi 3D‑RAM (33 MHz, 2 ALU per GPU) [13][14][15][16]
- Functional blocks per ALU: 32-bit Pixel ALU (33 MHz), 256-bit Global Bus (16 MHz), 256/32-bit triple-port SRAM Pixel Buffer cache (16/33 MHz), 1280-bit (2× 640-bit) SAM Video Buffers (27 MHz), 128-bit (16× 32-bit) dual-port DRAM banks (16 MHz)
- Render output units: 16× 8-bit ROP/blend units (33 MHz, 4 units per ALU), 8× 32-bit Z‑compare units (33 MHz, 2 units per ALU)
- Features: Blending, depth check, stencil & raster operations,[17] alpha blending, tiled rendering, 16/24/32-bit Z-buffering, hidden surface removal, 30-85 Hz refresh rate, OpenGL support
- Framebuffers: 320×200 to 1280×1024 (16/24/32-bit), Z-buffer (16/24/32-bit)
- Framebuffer bandwidth: 2.2 GB/sec (1.1 GB/sec per GPU, 533 MB/sec per ALU)
- Framebuffer fillrate: 528 million pixels/sec (write), 2.112 billion pixels/sec (erase)
- Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec
- Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec)
- Geometrizers: 2× Geometry Engine ASIC (50 MHz, 2× 32-bit floating-point units)
- Geometrizer features: T&L (transform, clipping, lighting), culling, 24-bit hidden surface removal, clipping, 24-bit floating-point Z-buffering, depth buffer, stencil buffer, particle effects
- Lighting: Parallel light, pin-point light, 4 light spots, 4 spot lights, pin spot light, specular reflection, specular highlighting, headlight illumination, landing lights, glare effects, sunlight
- Geometrizer performance: 2,000,200 textured triangle polygons/sec (1,000,100 textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Renderers: 2× Pixel Processors (50 MHz)
- Anti-aliasing: Texture anti-aliasing, multi-layered anti-aliasing (multi-sample anti-aliasing), texture & edge multi-layered anti-aliasing, S-buffer anti-aliasing technology
- Shading: Flat shading, Gouraud shading, high-specular Gouraud shading, micro texture shading, fix shading, flat sun shading
- Renderer fillrate: 270 million pixels/sec (framebuffers), 100 million pixels/sec (polygons)
- Texture units: 2× Texture Processors (50 MHz)
- Capabilities: Full color texture mapping, mipmapping, perspective correction, texture filtering, Trilinear filtering, trilinear interpolation, trilinear mipmapping, mipmapped trilinear interpolation texture mapping algorithms, reflection/environment mapping, 16 million colored textures/sec
- Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped)
- Texture RAM: 8 MB (16× 512 KB) on-board Mitsubishi Cached DRAM (33 MHz),[18] 2.062 GB/sec (8× 264 MB/sec) texture RAM bandwidth,[19] dual 2048×1024 texture sheets (4.2 million texels per frame)
- Texture fillrate: 100 million texels/sec
- Fragment Processor: Zoning fog, 32 levels of translucency, model & texture LOD, fade in/out, 4095 moving models, motion blur
- VROM access: GPU has direct access to VROM (Video ROM) on game ROM board,[20] with fast Mask ROM access speed allowing it to stream polygon/texture data directly from VROM [9]
- Other capabilities: DMA device,[21] tile generator [22]
- ALU: 4× Mitsubishi 3D‑RAM (33 MHz, 2 ALU per GPU) [13][14][15][16]
- Display Resolution: 496×384 to 640x480, progressive scan (non-interlaced), 24 kHz horizontal sync, one or two planes
- Color Depth: 32-bit ARGB,[3] 24-bit RGB true color (16,777,216 colors) and 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
Memory
- Memory: Up to 243 MB (136 MB main, 89.157226 MB video, 17.570312 MB sound, 320 KB other) [8]
- RAM: 35,369 KB (34.540039 MB) [3]
- Main RAM: 8 MB @ 66 MHz (3 MB SGRAM, 64-bit,[23] 528 MB/sec bandwidth)
- VRAM: 25,761 KB (5121 KB framebuffers, 9248 KB textures, 1 MB display list, 4 MB polygons, 5 MB culling,[20] 1152 KB tile generator)[10]
- Framebuffer RAM: 5121 KB (5 MB Mitsubishi 3D-RAM, 1 KB pixel buffer SRAM cache) [24]
- Texture RAM: 9248 KB (8 MB Mitsubishi Cached DRAM, 32 KB SRAM cache,[18] 1 MB FIFO)
- SDRAM: 4 MB [25]
- Sound RAM: 1096 KB (64 KB main, 1032 KB SCSP DRAM; 512 KB per SCSP chip) [26]
- Other RAM: 320 KB (192 KB security, 128 KB backup SRAM/NVRAM) [27]
- ROM: Up to 208.5 MB (128 MB CROM, 64 MB VROM, 16.5 MB SROM)
- ROM access time: 100 nanoseconds [9]
- High-speed access allows ROM to effectively be used as RAM, and polygon/texture data streamed directly from VROM to the GPU.
Step 1.5 Specifications
The Sega Model 3 Step 1.5, released in late 1996, had a higher CPU clock rate and faster 3D engine: [3]
- Board Composition: CPU + VIDEO + ROM boards
- Video board: Sega 837-12875 MODEL3 STEP 1.5
- Main CPU: IBM-Motorola PowerPC 603e @ 100 MHz
- Capabilities: 300 MIPS, 200 MFLOPS
- GPU: 2× Sega 315-5830-B (Real3D Pro‑1000) @ 66 MHz
- ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
- Framebuffer fillrate: 528 million pixels/sec (write), 2.112 billion pixels/sec (erase)
- Performance: 528 million operations/sec, 4 million triangle polygons/sec, 7 million vectors/sec, 4 million tiles/sec
- Polygon fillrate: 300 million pixels/sec (3 million triangles/sec), 200 million pixels/sec (4 million triangles/sec)
- Geometrizers: 2× Geometry Engine ASIC (66 MHz, 2× 32-bit floating-point units)
- Geometrizer performance: 2.64 million textured triangle polygons/sec (1.32 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Renderers: 2× Pixel Processors (66 MHz)
- Renderer fillrate: 356 million pixels/sec (framebuffers), 132 million pixels/sec (polygons)
- Texture units: 2 Texture Processors (66 MHz)
- Texture fillrate: 132 million texels/sec
- ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
Step 2.0 Specifications
The Sega Model 3 Step 2.0, released in 1997, was a substantial upgrade, with a higher CPU clock rate, significantly faster 3D engine (with an increased number of graphics chips), and more memory: [3]
- Board Composition: CPU + VIDEO + ROM boards
- Video board: Sega 837-12716 MODEL3 STEP2
- CPU: IBM-Motorola PowerPC 603ev @ 166 MHz
- Capabilities: 498 MIPS, 332 MFLOPS)
- GPU: 6× Sega 315-6060 (Real3D Pro‑1000) @ 50 MHz [11][12]
- ALU: 15× Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU) [13][15]
- Render output units: 48× 8-bit ROP/blend units (33 MHz), 24× 32-bit Z‑compare units (33 MHz)
- Framebuffer bandwidth: 6.6 GB/sec (1.1 GB/sec per GPU, 533 MB/sec per ALU)
- Framebuffer fillrate: 1.584 billion pixels/sec (write), 6.336 billion pixels/sec (erase)
- Performance: 1.584 billion operations/sec, 12 million triangle polygons/sec, 21 million vectors/sec, 12 million tiles/sec
- Polygon fillrate: 900 million pixels/sec (9 million triangles/sec), 600 million pixels/sec (12 million triangles/sec)
- Geometrizers: 6× Geometry Engine ASIC (50 MHz, 6× 32-bit floating-point units)
- Lighting: 12 light spots, 12 spot lights
- Geometrizer performance: 6 million textured triangle polygons/sec (3 million textured quad polygons/sec), with shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Renderers: 6× Pixel Processors (50 MHz)
- Renderer fillrate: 810 million pixels/sec (framebuffers), 300 million pixels/sec (polygons)
- Texture units: 6× Texture Processors (50 MHz)
- Texture RAM: 21 MB (42× 512 KB) on-board Mitsubishi Cached DRAM (33 MHz), 6.187 GB/sec (24× 264 MB/sec) texture RAM bandwidth [19]
- Texture fillrate: 300 million texels/sec
- ALU: 15× Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU) [13][15]
- Memory: Up to 317 MB (136 MB main, 146.835693 MB video, 33.695312 MB sound)
Step 2.1 Specifications
The Sega Model 3 Step 2.1, released in 1998, is largely identical to Step 2.0, but with the following update: [3]
- Board Composition: CPU + VIDEO + ROM boards
- Video board: Step 2.1: Sega 837-13368 MODEL3 STEP2.1
Hardware Images
List of Games
Step 1.0
- Boat Race GP (1996)
- Virtua Fighter 3 (1996)
- Virtua Fighter 3tb (1997)
- Sega Bass Fishing/Get Bass (1998)
Step 1.5
- Scud Race / Super GT (1996)
- Le Mans 24 (1997)
- Scud Race Plus (1997)
- The Lost World: Jurassic Park (1997)
- The Lost World: Jurassic Park Special (1997)
- Virtua Striker 2 (1997)
- Virtua Striker 2 Version '98 (1998)
Step 2.0
- Harley Davidson & L.A. Riders (1997)
- Fighting Vipers 2 (1998)
- Sega Rally 2 (1998)
- Ski Champ (1998)
- Virtua Striker 2 (1997)
- Virtua Striker 2 Version '98 (1998)
- Virtua Striker 2 Version '99 (1999)
- Virtua Striker 2 Version '99.1 (1999)
- Virtual-On Oratorio Tangram (1998)
Step 2.1
- Daytona USA 2 (1998)
- Daytona USA 2: Power Edition (1998)
- Dirt Devils (1998)
- L.A. Machineguns (1998)
- Spike Out (1998)
- Star Wars Trilogy Arcade (1998)
- The Ocean Hunter (1998)
- Emergency Call Ambulance (1999)
- Magical Truck Adventure (1999)
- Spikeout: Final Edition (1999)
- Virtua Striker 2 '99 (1999)
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