Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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** 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
** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz [http://www.system16.com/hardware.php?id=725]
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** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
 
** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
 
** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels [http://www.system16.com/hardware.php?id=725]
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** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels
 
** Other features: DSP, sound synthesizer
 
** Other features: DSP, sound synthesizer
* Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] geometry [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725]
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* Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] geometry [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz
 
** [[wikipedia:Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[wikipedia:Shading#Ambient lighting|ambient lighting]], [[wikipedia:Shading#Distance falloff|parallel lighting]], [[wikipedia:Shading#Point lighting|point lighting]], [[wikipedia:Shading#Spotlight lighting|spotlight lighting]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[wikipedia:Shading#Ambient lighting|ambient lighting]], [[wikipedia:Shading#Distance falloff|parallel lighting]], [[wikipedia:Shading#Point lighting|point lighting]], [[wikipedia:Shading#Spotlight lighting|spotlight lighting]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [http://www.imgtec.com/news/detail.asp?ID=239]
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** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [https://web.archive.org/web/20140703011849/www.imgtec.com/news/detail.asp?ID=239]
 
** 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}}
 
** 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}}
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [http://www.system16.com/hardware.php?id=725] @ 200 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
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* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** [http://gaming.wikia.com/wiki/Instructions_per_second Bits]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** [http://gaming.wikia.com/wiki/Instructions_per_second Bits]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** Texture mapping: Bump mapping, mipmapping,{{ref|http://www.segatech.com/arcade/naomi1/index.html}} environment mapping, texture compression,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} multi-texturing,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} perspective correction,{{ref|http://segatech.com/technical/overview/index.html}} [[wikipedia:Normal mapping|normal maping]] (Dot3 bump mapping)
 
** Texture mapping: Bump mapping, mipmapping,{{ref|http://www.segatech.com/arcade/naomi1/index.html}} environment mapping, texture compression,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} multi-texturing,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} perspective correction,{{ref|http://segatech.com/technical/overview/index.html}} [[wikipedia:Normal mapping|normal maping]] (Dot3 bump mapping)
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* Memory: Up to 368 MB
 
* Memory: Up to 368 MB
 
** [[RAM]]: 168 MB
 
** [[RAM]]: 168 MB
*** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) [http://www.system16.com/hardware.php?id=725]
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*** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz)
 
*** [[wikipedia:VRAM|VRAM]]: 128 MB
 
*** [[wikipedia:VRAM|VRAM]]: 128 MB
 
**** PowerVR2 SDRAM: 64 MB (100 MHz){{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
**** PowerVR2 SDRAM: 64 MB (100 MHz){{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
**** Elan geometry VRAM: 32 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
**** Elan geometry VRAM: 32 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
**** Model data VRAM: 32 MB [http://www.system16.com/hardware.php?id=725]
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**** Model data VRAM: 32 MB
 
*** 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}}
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*** High-speed access allows ROM to effectively be used as RAM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
*** High-speed access allows ROM to effectively be used as RAM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
* Storage media: [[ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Storage media: [[ROM]] board, [[GD-ROM]] drive{{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) [http://www.system16.com/hardware.php?id=725] 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}}
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* 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
 
** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
 
** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}

Revision as of 10:18, 16 October 2015


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NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Release Date RRP Code

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.

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
    • CPU performance: 17 MIPS[3]
    • PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),[4] 128 channels
    • Other features: DSP, sound synthesizer
  • Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz
  • 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:
      • 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:
  • Memory: Up to 368 MB
  • Storage media: ROM board, GD-ROM drive[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
  • 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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Console-based hardware








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