Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}{{fileref|NAOMI 1998 Press Release JP.pdf}} | ** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}{{fileref|NAOMI 1998 Press Release JP.pdf}} | ||
** Defails: See ''[[Sega NAOMI#Technical Specifications|NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Dreamcast Specifications]]'' for more details on PowerVR2 graphics system. | ** Defails: See ''[[Sega NAOMI#Technical Specifications|NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Dreamcast Specifications]]'' for more details on PowerVR2 graphics system. | ||
+ | * 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 | ||
+ | ** Single monitor: 496×384 to 800×608 pixels {{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}} | ||
+ | ** Dual monitor: 992×768 to 1600×608 pixels | ||
* Geometric performance: | * Geometric performance: | ||
** 100 million polygons/sec, raw performance {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | ** 100 million polygons/sec, raw performance {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} | ||
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** Texture fillrate: 2 billion [[wikipedia:Texel (graphics)|texels]]/sec | ** Texture fillrate: 2 billion [[wikipedia:Texel (graphics)|texels]]/sec | ||
** 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/}} | ||
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Revision as of 17:46, 6 December 2015
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Sega NAOMI 2 | |||||
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Manufacturer: Sega | |||||
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal | |||||
Add-ons: GD-ROM | |||||
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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. Since it uses similar NAOMI architecture (but significantly beefed up), it is also fully backwards compatible with its predecessor.
The NAOMI 2 is significantly more powerful than the NAOMI, including a dual CPU setup, new T&L GPU, dual rasterizer GPU, increased memory, and faster clock rates and bandwidth. 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
Development
VideoLogic's Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and Dreamcast console launched. [1]
Technical Specifications
NAOMI 2 Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz [2]
- Features: 2× 128‑bit SIMD @ 400 MHz, 2× floating-point unit, graphic functions
- Performance: 1440 MIPS, 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations
- 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, overall game code, and/or further enhancing graphics. [3]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Operating systems:
- Sega native operating system
- Custom Windows CE,[5] with DirectX 6.0, Direct3D and OpenGL support
- Storage media: ROM board [3]
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
Graphics
- Main T&L geometry coprocessor GPU: VideoLogic Elan
- Clock rate: 133.3 MHz (4× 33.333 MHz) [6][7]
- Bus width: 128‑bit [8]
- Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting [3]
- Vertex support: Combined dynamic and static model processing [3]
- Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [9]
- Floating-point performance: 7.5 GFLOPS [2]
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2/Holly) @ 200 MHz [2]
- Bus width: 128‑bit (2× 64‑bit) [2]
- RAMDAC: 230 MHz
- Rendering output units: 2 ROP units
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects [10][11]
- Defails: See NAOMI Specifications and Dreamcast Specifications for more details on PowerVR2 graphics system.
- Color depth: 32‑bit ARGB,[5] 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending,[3] YUV and RGB color spaces, color key overlay [12]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[13] progressive scan
- Single monitor: 496×384 to 800×608 pixels [14]
- Dual monitor: 992×768 to 1600×608 pixels
- Geometric performance:
- 100 million polygons/sec, raw performance [2]
- 28 million textured polygons/sec, with lighting, shadows and trilinear filtering
- 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing
- 10 million textured polygons/sec, with 6 light sources per polygon,[3] shadows, trilinear filtering and anti-aliasing
- Rendering fillrate:
- 6.4 billion pixels/sec, for opaque polygons
- 2 billion pixels/sec, for transparent polygons
- 2-6 billion pixels/sec, depending on opacity/translucency of polygons
- Texturing performance:
Memory
Bandwidth
- System RAM bandwidth: 6 GB/sec [6]
- Internal processor bandwidth: 13 GB/sec
- SH4 cache: 6.4 GB/sec (2× 64‑bit, 400 MHz)
- Elan: 2.133 GB/sec (128‑bit, 133.3 MHz)
- PowerVR2: 3.2 GB/sec (2× 64‑bit, 200 MHz)
- AICA: 256 MB/sec (32‑bit, 67 MHz)
- System ROM bandwidth: 88 MB/sec [6]
- Cartridge ROM bandwidth: 900 MB/sec (50 MHz) [22]
- Note: High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [23]
- Cartridge RAM bandwidth: 100 MB/sec (16-bit, 50 MHz)
NAOMI 2 GD-ROM Specifications
The NAOMI GD-ROM, released in 2001, is identical to the standard NAOMI, but uses GD-ROM discs for storage instead of ROM cartridges. It comes with a DIMM Board, which is very similar to a ROM cartridge, but with RAM instead of ROM. When a game is installed, the GD ROM content is loaded onto the DIMM Board RAM, so that the game data runs from the DIMM Board rather than the GD-ROM disc. The NAOMI 2 GD-ROM specification includes the following differences:
- Board composition: Motherboard + Daughter Board + DIMM Board
- Storage media: GD-ROM drive
- GD-ROM transfer rate: 1.8 MB/sec (1800 KB/sec)
Memory
Bandwidth
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
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