Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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===NAOMI 2 Specifications=== | ===NAOMI 2 Specifications=== | ||
{{multicol| | {{multicol| | ||
− | * Main CPU: 2× [[SuperH|Hitachi SH-4]] @ | + | * Main CPU: 2× [[SuperH|Hitachi SH-4]] @ [http://www.ign.com/boards/threads/noami-2-future.6157195/ 400 MHz] |
** 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 | ||
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]], 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations | ** Performance: 1440 [[wikipedia:Instructions per second|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 [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], artificial intelligence, [[wikipedia:Collision detection|collision detection]], overall game code, and/or further enhancing graphics. {{ref| | + | ** 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]], artificial intelligence, [[wikipedia:Collision detection|collision detection]], overall game code, and/or further enhancing graphics. CPU load is reduced by 90% with Elan. {{ref|https://imgtec.com/news/press-release/sega-announces-naomi2-next-generation-arcade-systems-using-imagination-technologies-powervr-graphics-architecture/}} |
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz | * Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz | ||
** Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz | ** Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz | ||
− | ** CPU performance: | + | ** CPU performance: [http://web.archive.org/web/20000823204755/computer.org/micro/articles/dreamcast_2.htm 17 MIPS] |
− | ** PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), | + | ** PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 128 channels |
** Other features: DSP, sound synthesizer | ** Other features: DSP, sound synthesizer | ||
* [[wikipedia:Operating system|Operating systems]]: | * [[wikipedia:Operating system|Operating systems]]: | ||
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====Graphics==== | ====Graphics==== | ||
{{multicol| | {{multicol| | ||
− | * | + | * GPU: 4 core processors (Elan, 2× PowerVR2, FPGA) |
− | ** Bus width: 512‑bit (4× 128‑bit) {{ref|http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf}} | + | ** GPU units: 45 units (Elan, 2 PowerVR2 units, 43 FPGA units) |
+ | ** [[#Bandwidth|Bus width]]: 976‑bit internal, 640‑bit external | ||
+ | * GPU T&L geometry coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 200 MHz | ||
+ | ** Bus width: 512‑bit (4× 128‑bit) {{ref|http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf}} | ||
** [[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 {{ref|1=https://web.archive.org/web/20140703011849/www.imgtec.com/news/detail.asp?ID=239}} | ** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling {{ref|1=https://web.archive.org/web/20140703011849/www.imgtec.com/news/detail.asp?ID=239}} | ||
− | ** Floating-point performance: | + | ** Floating-point performance: [http://www.ign.com/boards/threads/noami-2-future.6157195/ 7.5 GFLOPS] |
− | * | + | * GPU rasterizers: 2× [[NEC]]-VideoLogic PowerVR 2 (PVR2DC/CLX2/Holly) @ [http://www.ign.com/boards/threads/noami-2-future.6157195/ 200 MHz] |
− | ** Bus width: 128‑bit (2× 64‑bit) | + | ** Bus width: 128‑bit (2× 64‑bit) |
** RAMDAC: 230 MHz | ** RAMDAC: 230 MHz | ||
− | |||
** 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. | ||
− | * [[wikipedia:Field-programmable gate array|FPGA]]: Altera FLEX | + | * GPU [[wikipedia:Field-programmable gate array|FPGA]]: Altera FLEX EPF8452AQC160‑3 @ 125 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/dsf8k.pdf}} |
− | ** Core units: 42 units | + | ** Core units: 42 units (8‑bit per unit) |
** Bus width: 336‑bit internal, 120‑bit external | ** Bus width: 336‑bit internal, 120‑bit external | ||
+ | ** Configuration Device: Sega 315‑6188 (Altera EPC1064PC8) {{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}} | ||
* 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 | ||
** 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}} | ||
** Dual monitor: 992×768 to 1600×608 pixels | ** Dual monitor: 992×768 to 1600×608 pixels | ||
+ | * Rendering units: Up to 44 units (2 PowerVR2, 42 FPGA units) | ||
* Geometric performance: | * Geometric performance: | ||
− | ** 100 million polygons/sec | + | ** 100 million polygons/sec: raw performance {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} |
− | + | ** 10 million textured polygons/sec: 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering, anti-aliasing | |
− | |||
− | ** 10 million textured polygons/sec | ||
* Rendering [[wikipedia:Fillrate|fillrate]]: | * Rendering [[wikipedia:Fillrate|fillrate]]: | ||
** 6 billion pixels/sec, for opaque polygons | ** 6 billion pixels/sec, for opaque polygons | ||
− | ** 2 billion pixels/sec, for | + | ** 2 billion pixels/sec, for translucent polygons {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}} |
** 2–6 billion pixels/sec, depending on opacity/translucency of polygons | ** 2–6 billion pixels/sec, depending on opacity/translucency of polygons | ||
* Texturing performance: | * Texturing performance: | ||
** Texture fillrate: 2 billion [[wikipedia:Texel (graphics)|texels]]/sec | ** Texture fillrate: 2 billion [[wikipedia:Texel (graphics)|texels]]/sec | ||
− | ** Textures per pass: | + | ** Textures per pass: [http://www.ign.com/boards/threads/noami-2-future.6157195/ 10] |
}} | }} | ||
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*** PowerVR2: 64 MB (2× 32 MB) | *** PowerVR2: 64 MB (2× 32 MB) | ||
** Sound RAM: 8 MB | ** Sound RAM: 8 MB | ||
+ | ** [[SRAM]]: 32 KB {{fileref|HM62256B datasheet.pdf}} | ||
* System [[ROM]]: 2048.25 KB (2 MB [[BIOS]] [[EPROM]], 256 bytes [[EPROM|EEPROM]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}} | * System [[ROM]]: 2048.25 KB (2 MB [[BIOS]] [[EPROM]], 256 bytes [[EPROM|EEPROM]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}} | ||
* [[Cartridge]] ROM: 168–448 MB | * [[Cartridge]] ROM: 168–448 MB | ||
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** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}} | ** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}} | ||
* Cache: 264 KB | * Cache: 264 KB | ||
− | ** | + | ** [http://www.ign.com/boards/threads/noami-2-future.6157195/ L2 cache]: 256 KB |
** FPGA Configuration SRAM: 8 KB {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}} | ** FPGA Configuration SRAM: 8 KB {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}} | ||
}} | }} | ||
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*** PowerVR2: 2 GB/sec (2× 64‑bit, 125 MHz) {{fileref|HY57V161610D datasheet.pdf}} | *** PowerVR2: 2 GB/sec (2× 64‑bit, 125 MHz) {{fileref|HY57V161610D datasheet.pdf}} | ||
** Sound RAM: 132 MB/sec (16‑bit, 66 MHz) | ** Sound RAM: 132 MB/sec (16‑bit, 66 MHz) | ||
− | ** SRAM: 44 MB/sec (16‑bit, 22 MHz | + | ** SRAM: 44 MB/sec (16‑bit, 22 MHz) {{fileref|HM62256B datasheet.pdf}} |
* System ROM bandwidth: 88 MB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}} | * System ROM bandwidth: 88 MB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}} | ||
** BIOS EPROM: 80 MB/sec (16‑bit, 40 MHz) {{ref|http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf}}{{fileref|http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf}} | ** BIOS EPROM: 80 MB/sec (16‑bit, 40 MHz) {{ref|http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf}}{{fileref|http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf}} |
Revision as of 12:12, 21 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
- 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. CPU load is reduced by 90% with Elan. [2]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Operating systems:
- Sega native operating system
- Custom Windows CE,[3] with DirectX 6.0, Direct3D and OpenGL support
- Storage media: ROM board [4]
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
Graphics
- GPU: 4 core processors (Elan, 2× PowerVR2, FPGA)
- GPU units: 45 units (Elan, 2 PowerVR2 units, 43 FPGA units)
- Bus width: 976‑bit internal, 640‑bit external
- GPU T&L geometry coprocessor: VideoLogic Elan @ 200 MHz
- Bus width: 512‑bit (4× 128‑bit) [5]
- Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting [4]
- Vertex support: Combined dynamic and static model processing [4]
- Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [6]
- Floating-point performance: 7.5 GFLOPS
- GPU rasterizers: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2/Holly) @ 200 MHz
- Bus width: 128‑bit (2× 64‑bit)
- RAMDAC: 230 MHz
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects [7][8]
- Defails: See NAOMI Specifications and Dreamcast Specifications for more details on PowerVR2 graphics system.
- GPU FPGA: Altera FLEX EPF8452AQC160‑3 @ 125 MHz [9][10]
- Core units: 42 units (8‑bit per unit)
- Bus width: 336‑bit internal, 120‑bit external
- Configuration Device: Sega 315‑6188 (Altera EPC1064PC8) [11]
- Color depth: 32‑bit ARGB,[3] 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending,[4] 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
- Rendering units: Up to 44 units (2 PowerVR2, 42 FPGA units)
- Geometric performance:
- Rendering fillrate:
- 6 billion pixels/sec, for opaque polygons
- 2 billion pixels/sec, for translucent polygons [7]
- 2–6 billion pixels/sec, depending on opacity/translucency of polygons
- Texturing performance:
Memory
Bandwidth
- Internal processor bandwidth: 13 GB/sec
- SH4 cache: 6.4 GB/sec (2× 64‑bit, 400 MHz)
- GPU: 21.25 GB/sec (976‑bit)
- Elan: 12.8 GB/sec (512‑bit, 200 MHz)
- PowerVR2: 3.2 GB/sec (2× 64‑bit, 200 MHz)
- FPGA: 5.25 GB/sec (336‑bit, 125 MHz)
- AICA: 256 MB/sec (32‑bit, 67 MHz)
- RAM/ROM memory bandwidth: 16.1 GB/sec (15.1 GB/sec system, 1 GB/sec cartridge)
- Video memory: 14 GB/sec (13 GB/sec VRAM, 900 MB/sec ROM)
- System RAM bandwidth: 15 GB/sec [9]
- System ROM bandwidth: 88 MB/sec [9]
- Cartridge ROM bandwidth: 900 MB/sec (50 MHz) [24]
- Note: High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [25]
- 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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