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]] @ 400 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
* 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|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]], 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: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
+
** 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),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels
+
** 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|
* Geometry T&L coprocessor GPU: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 200 MHz
+
* 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: 7.5 GFLOPS {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
** Floating-point performance: [http://www.ign.com/boards/threads/noami-2-future.6157195/ 7.5 GFLOPS]
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2/Holly) @ 200 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
* 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) {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
** Bus width: 128‑bit (2× 64‑bit)
 
** RAMDAC: 230 MHz
 
** RAMDAC: 230 MHz
** [[wikipedia:Render output unit|Rendering output units]]: 2 ROP units
 
 
** 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 EPF8452AQC160-3 FPGA @ 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}}
+
* 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, 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/}}
** 28 million textured polygons/sec, with lighting, shadows and trilinear filtering
+
** 10 million textured polygons/sec: 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering, anti-aliasing
** 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing
 
** 10 million textured polygons/sec, with 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering and anti-aliasing
 
 
* 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 semi‑transparent polygons {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
+
** 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: 10 {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
** 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
Line 92: Line 95:
 
** 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
** L2 cache: 256 KB {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
** [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, HM62256)
+
** 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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NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal
Add-ons: GD-ROM
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. 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.

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

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
  • GPU rasterizers: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2/Holly) @ 200 MHz
  • 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:
    • 100 million polygons/sec: raw performance [15]
    • 10 million textured polygons/sec: 6 light sources per polygon,[4] shadows, trilinear filtering, anti-aliasing
  • 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:
    • Texture fillrate: 2 billion texels/sec
    • Textures per pass: 10

Memory

  • RAM/ROM memory: 304–584 MB (136 MB RAM, 168–448 MB ROM)
    • Video memory: 240–352 MB (96 MB RAM, 144–256 MB ROM)
  • System RAM: 136 MB SDRAM [9]
    • Main RAM: 32 MB
    • VRAM: 96 MB
      • Elan: 32 MB (geometry/model data)
      • PowerVR2: 64 MB (2× 32 MB)
    • Sound RAM: 8 MB
    • SRAM: 32 KB [16]
  • System ROM: 2048.25 KB (2 MB BIOS EPROM, 256 bytes EEPROM) [9]
  • Cartridge ROM: 168–448 MB
    • 2000 format: 168–280 MB (24 MB EPROM,[17] 144–256 MB FlashROM/MROM)
    • 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM)[18]
  • Cache: 264 KB

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]
    • Main RAM: 1.6 GB/sec (2× 64‑bit, 100 MHz) [19]
    • VRAM: 13 GB/sec (640‑bit)
      • Elan: 11 GB/sec (4× 128‑bit, 166 MHz) [5]
      • PowerVR2: 2 GB/sec (2× 64‑bit, 125 MHz) [20]
    • Sound RAM: 132 MB/sec (16‑bit, 66 MHz)
    • SRAM: 44 MB/sec (16‑bit, 22 MHz) [16]
  • System ROM bandwidth: 88 MB/sec [9]
    • BIOS EPROM: 80 MB/sec (16‑bit, 40 MHz) [21][22]
    • EEPROM: 8 MB/sec (2× 16‑bit, 2 MHz) [23]
  • 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

  • RAM: 392–648 MB (SDRAM)
    • Main RAM: 32 MB
    • VRAM: 96 MB
    • Sound RAM: 8 MB
    • DIMM RAM: 256–512 MB [26]
  • L2 cache: 256 KB
  • ROM: 26 MB
    • System ROM: 2048.25 KB (24 MB BIOS EPROM, 256 bytes EEPROM)
    • DIMM ROM: 24 MB (EPROM)

Bandwidth

  • RAM bandwidth: 16–17 GB/sec
    • Main RAM: 1.6 GB/sec
    • VRAM: 13 GB/sec
    • Sound RAM: 132 MB/sec
    • SRAM: 44 MB/sec
    • DIMM RAM: 1.1–2.13 GB/sec (1/2× 64-bit, 133 MHz) [26][27]

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


Sega arcade boards
Originating in arcades








  1. htt (Wayback Machine: 1998-12-06 11:10)
  2. https://imgtec.com/news/press-release/sega-announces-naomi2-next-generation-arcade-systems-using-imagination-technologies-powervr-graphics-architecture/
  3. 3.0 3.1 http://segatech.com/technical/overview/index.html
  4. 4.0 4.1 4.2 4.3 4.4 http://www.segatech.com/arcade/naomi2/index.html
  5. 5.0 5.1 http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf
  6. htt (Wayback Machine: 2014-07-03 01:18)
  7. 7.0 7.1 http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed
  8. File:NAOMI 1998 Press Release JP.pdf
  9. 9.0 9.1 9.2 9.3 9.4 9.5 https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp
  10. https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/dsf8k.pdf
  11. 11.0 11.1 https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf
  12. http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml (Wayback Machine: 2007-08-11 10:20)
  13. http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal
  14. http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html
  15. http://www.ign.com/boards/threads/noami-2-future.6157195/
  16. 16.0 16.1 File:HM62256B datasheet.pdf
  17. http://mamedb.com/game/clubkrte
  18. File:XCF01S datasheet.pdf
  19. File:HM5264 datasheet.pdf
  20. File:HY57V161610D datasheet.pdf
  21. http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf
  22. File:http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf
  23. File:AT93C46 datasheet.pdf
  24. File:S29GL-N datasheet.pdf
  25. http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg
  26. 26.0 26.1 http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM
  27. File:M366S3323CT0 datasheet.pdf


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