Difference between revisions of "Sega Model 3"
From Sega Retro
Line 67: | Line 67: | ||
** 24 core units: 16× 8‑bit [[wikipedia:Render output unit|ROP]]/blend units <small>(33 MHz, 4 units per ALU)</small>, 8× 32‑bit [[wikipedia:Z-buffering|Z‑compare]] units <small>(33 MHz, 2 units per ALU)</small> | ** 24 core units: 16× 8‑bit [[wikipedia:Render output unit|ROP]]/blend units <small>(33 MHz, 4 units per ALU)</small>, 8× 32‑bit [[wikipedia:Z-buffering|Z‑compare]] units <small>(33 MHz, 2 units per ALU)</small> | ||
** Functional blocks per ALU: 32‑bit Pixel ALU <small>(33 MHz)</small>, 256‑bit Global Bus <small>(16 MHz)</small>, 256/32‑bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache <small>(16/33 MHz)</small>, 1280‑bit <small>(2× 640‑bit)</small> [[wikipedia:Sequential access memory|SAM]] Video Buffers <small>(27 MHz)</small>, 128‑bit <small>(16× 32‑bit)</small> dual-port DRAM banks <small>(16 MHz)</small> | ** Functional blocks per ALU: 32‑bit Pixel ALU <small>(33 MHz)</small>, 256‑bit Global Bus <small>(16 MHz)</small>, 256/32‑bit triple-port [[SRAM]] [[wikipedia:Pixel buffer|Pixel Buffer]] cache <small>(16/33 MHz)</small>, 1280‑bit <small>(2× 640‑bit)</small> [[wikipedia:Sequential access memory|SAM]] Video Buffers <small>(27 MHz)</small>, 128‑bit <small>(16× 32‑bit)</small> dual-port DRAM banks <small>(16 MHz)</small> | ||
− | ** Features: Blending, depth check, stencil & raster operations,{{ref|https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/}} [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Tiled rendering|tiled rendering]], 16/24/32‑bit [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|hidden surface removal]], 30-85 Hz refresh rate, OpenGL support | + | ** Features: Blending, depth check, stencil & raster operations,{{ref|[https://web.archive.org/web/20140329074554/www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/ 3D-RAM]}} [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Tiled rendering|tiled rendering]], 16/24/32‑bit [http://www.edge-online.com/features/brief-history-3d/3/ Z-buffering], [[wikipedia:Hidden surface determination|hidden surface removal]], 30-85 Hz refresh rate, OpenGL support |
** [[wikipedia:Framebuffer|Framebuffers]]: 320×200 to [[wikipedia:SXGA|1280×1024]] <small>(16/24/32‑bit)</small>, [[wikipedia:Z-buffering|Z-buffer]] <small>(16/24/32‑bit)</small> | ** [[wikipedia:Framebuffer|Framebuffers]]: 320×200 to [[wikipedia:SXGA|1280×1024]] <small>(16/24/32‑bit)</small>, [[wikipedia:Z-buffering|Z-buffer]] <small>(16/24/32‑bit)</small> | ||
** Bus width: 1024‑bit <small>(4× 256‑bit)</small> internal, 128‑bit <small>(4× 32‑bit)</small> external | ** Bus width: 1024‑bit <small>(4× 256‑bit)</small> internal, 128‑bit <small>(4× 32‑bit)</small> external | ||
− | ** Performance: 528 million operations/sec, 7 million vectors/sec, 4 million tiles/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | ** Performance: 528 million operations/sec, 7 million vectors/sec, 4 million tiles/sec{{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
* GPU Geometrizers: 2× Geometry Engine [[wikipedia:ASIC|ASIC]] (50 MHz, 2× 32‑bit floating-point units) | * GPU Geometrizers: 2× Geometry Engine [[wikipedia:ASIC|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{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}} | ** 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{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp}} | ||
Line 87: | Line 87: | ||
* Special effects: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], 64 levels of 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] | * Special effects: [[wikipedia:Distance fog|Zoning fog]], 32 levels of [[wikipedia:Transparency and translucency|translucency]], 64 levels of 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] | ||
* Geometric Performance: | * Geometric Performance: | ||
− | ** Raw polygons: 4 million triangles/sec, 7 million vectors/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | ** Raw polygons: 4 million triangles/sec, 7 million vectors/sec{{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
** Textured polygons: 2,000,200 triangles/sec (1,000,100 quads/sec), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | ** Textured polygons: 2,000,200 triangles/sec (1,000,100 quads/sec), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | ||
− | * Framebuffer [[Fillrate]]: 528 [[Pixel|MPixels/s]] (write), 2.112 [[Pixel|GPixels/s]] (erase){{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | * Framebuffer [[Fillrate]]: 528 [[Pixel|MPixels/s]] (write), 2.112 [[Pixel|GPixels/s]] (erase){{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
* Rendering Fillrate: | * Rendering Fillrate: | ||
− | ** Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 Pixels/s (4 million triangles/sec){{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | ** Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 Pixels/s (4 million triangles/sec){{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
** Textured polygons: 100 Pixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | ** Textured polygons: 100 Pixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering{{fileref|Real3DPro1000ProductDescription.pdf}} | ||
* Texture Fillrate: 100 [[Texel|MTexels/s]], 16 million colored textures/sec{{fileref|Real3DPro1000ProductDescription.pdf}} | * Texture Fillrate: 100 [[Texel|MTexels/s]], 16 million colored textures/sec{{fileref|Real3DPro1000ProductDescription.pdf}} | ||
Line 122: | Line 122: | ||
** Main RAM: 528 MB/s <small>(64‑bit, 66 MHz)</small>{{fileref|KM4132G271A datasheet.pdf}} | ** Main RAM: 528 MB/s <small>(64‑bit, 66 MHz)</small>{{fileref|KM4132G271A datasheet.pdf}} | ||
** VRAM: 3.212 GB/s | ** VRAM: 3.212 GB/s | ||
− | *** Framebuffers: 2.2 GB/s <small>(1.1 GB/s per GPU,{{fileref|Real3D100ArchitectureOverview.pdf}} 546 MB/s per 3D-RAM)</small>{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | *** Framebuffers: 2.2 GB/s <small>(1.1 GB/s per GPU,{{fileref|Real3D100ArchitectureOverview.pdf}} 546 MB/s per 3D-RAM)</small>{{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
*** Textures: 2.112 GB/s <small>(8× 264 MB/s)</small>{{fileref|DRAM Technology.pdf}} | *** Textures: 2.112 GB/s <small>(8× 264 MB/s)</small>{{fileref|DRAM Technology.pdf}} | ||
** Sound RAM: 88.888889 MB/s <small>(2× 16‑bit, 22.222222 MHz)</small>{{fileref|HM514270 datasheet.pdf}} | ** Sound RAM: 88.888889 MB/s <small>(2× 16‑bit, 22.222222 MHz)</small>{{fileref|HM514270 datasheet.pdf}} | ||
Line 189: | Line 189: | ||
** 90 core units: 60× 8‑bit ROP/blend units <small>(33 MHz)</small>, 30× 32‑bit Z‑compare units <small>(33 MHz)</small> | ** 90 core units: 60× 8‑bit ROP/blend units <small>(33 MHz)</small>, 30× 32‑bit Z‑compare units <small>(33 MHz)</small> | ||
** Bus width: 3840‑bit <small>(15× 256‑bit)</small> internal, 960‑bit <small>(15× 32‑bit)</small> external | ** Bus width: 3840‑bit <small>(15× 256‑bit)</small> internal, 960‑bit <small>(15× 32‑bit)</small> external | ||
− | ** Performance: 1.98 billion operations/sec, 15 million tiles/sec{{ref|https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm}} | + | ** Performance: 1.98 billion operations/sec, 15 million tiles/sec{{ref|[https://web.archive.org/web/19980122143920/www.mitsubishichips.com/products/asmemory/3dram/3dramind.htm 3D-RAM] ([[wikipedia:Mitsubishi|Mitsubishi]])}} |
* GPU Geometrizers: 6× Geometry Engine ASIC (50 MHz, 6× 32‑bit floating-point units) | * GPU 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 |
Revision as of 10:19, 15 November 2016
Sega Model 3 | |||||
---|---|---|---|---|---|
Manufacturer: Sega | |||||
|
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 Sega Model 1 and Model 2 boards which preceded it. The Model 3 utilized Real3D Pro-1000 graphics processing units, 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 texture-mapping 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.[2][3] In late 1995, Yu Suzuki promised the Model 3 would deliver "the best 3D graphics".[4] When the Model 3 specification was finalized, it used two Real3D Pro-1000 processors, including four Mitsubishi 3D-RAM ALU chips.[5] 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.[5] 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.[6] By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[7] 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,[6] 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
Technical specifications for the Sega Model 3 Step 1.0:[5]
Sound
- Sound CPU : Motorola 68000 (16/32‑bit) @ 12 MHz (2.1 MIPS)
- Sound Chip: 2×× Yamaha SCSP/YMF292-F
- DSP: 2× "LAKE" FH1 128-step DSP @ 22.6 MHz[14]
- Bus width: 2× 24‑bit internal, 2× 16‑bit external[15]
- 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
Graphical specifications of the Sega Model 3:[16][17][1][18]
- Video Board: Sega 837-11859 MODEL3
- GPU: 2× Sega 315-5830-A (Real3D Pro‑1000) @ 50 MHz
- 14 core processors: 4× Mitsubishi 3D‑RAM ALU, 2× Geometry Engine ASIC, 2× Texture Processors, 2 DMA devices,[19] 2 tile generators,[20] 2 Fragment Processors
- 34 core units: 24 Mitsubishi 3D‑RAM ALU units, 2× Geometry Engine ASIC, 2× Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors
- GPU ALU: 4× Mitsubishi 3D‑RAM (33 MHz, 2 ALU per GPU)[21][22][23]
- 24 core 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)
- 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)
- Features: Blending, depth check, stencil & raster operations,[24] 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)
- Bus width: 1024‑bit (4× 256‑bit) internal, 128‑bit (4× 32‑bit) external
- Performance: 528 million operations/sec, 7 million vectors/sec, 4 million tiles/sec[25]
- GPU 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[26]
- 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
- GPU 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
- GPU Texture Mapping Units: 2× Texture Processors (50 MHz)[26]
- 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, 4‑bit to 24‑bit color per texture
- Texture sizes: 32×32 to 1024×1024 (mipmapped), 32×32 to 2048×2048 (non-mipmapped)
- Texture RAM: 8 MB (16× 512 KB) Mitsubishi CDRAM (Cached DRAM, 33 MHz),[27] dual 2048×1024 texture sheets (4.2 million texels per frame)
- Display Resolution: 496×384 to 640x480, progressive scan (non-interlaced), 24 kHz horizontal sync, one or two planes
- Color Depth: 32‑bit ARGB, 24‑bit RGB (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
- Special effects: Zoning fog, 32 levels of translucency, 64 levels of model/texture LOD, fade in/out, 4095 moving models, motion blur
- Geometric Performance:
- Framebuffer Fillrate: 528 MPixels/s (write), 2.112 GPixels/s (erase)[25]
- Rendering Fillrate:
- Texture Fillrate: 100 MTexels/s, 16 million colored textures/sec[17]
- VROM Access: GPU has direct access to VROM (Video ROM) on game ROM board,[28] with fast Mask ROM access speed allowing it to stream polygon/texture data directly from VROM[12]
- Hardware support: Motion capture[29]
Memory
- Memory: Up to 251.23 MB (144 MB main, 89.157226 MB video, 17.570312 MB sound, 512 KB other)[11]
- RAM: 35,561 KB (34.727539 MB)
- Main RAM: 8 MB (3 MB SGRAM)[30]
- VRAM: 25,761 KB (5121 KB framebuffers, 9248 KB textures, 1 MB display list, 4 MB polygons, 5 MB culling,[28] 1152 KB tile generator)[26]
- Framebuffer RAM: 5121 KB Mitsubishi 3D-RAM (5 MB DRAM, 1 KB pixel buffer SRAM cache)[22]
- Texture RAM: 9248 KB (8 MB Mitsubishi CDRAM, 32 KB SRAM cache,[27] 1 MB FIFO)
- SDRAM: 4 MB[31]
- Sound RAM: 1096 KB (64 KB main, 1032 KB SCSP DRAM; 512 KB per SCSP chip)[32]
- Other RAM: 512 KB (192 KB security,[8] 192 KB network/communication SRAM,[33] 128 KB backup SRAM/NVRAM)[34]
- ROM: Up to 216.5 MB[8]
- CROM: 136 MB (CPU ROM)
- VROM: 64 MB (Video ROM)
- SROM: 16.5 MB (Sound ROM)
Bandwidth
- Memory Bandwidth: 4.9 GB/s (3.8815 GB/s RAM, 1.018 GB/s ROM)
- Video memory: 3.612 GB/s (3.212 GB/s VRAM, 400 MB/s VROM)
- RAM Bandwidth: 3.8815 GB/s
- ROM Bandwidth: 1.018 GB/s
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:[5]
- Main CPU: IBM-Motorola PowerPC 603e @ 100 MHz (300 MIPS, 200 MFLOPS)
- ROM Board GAL: Sega 315-6090A (GAL16V8B) @ 100 MHz[13]
Graphics
- Video Board: Sega 837-12875 MODEL3 STEP 1.5
- GPU: 2× Sega 315-5830-B (Real3D Pro‑1000) @ 66 MHz
- GPU ALU: 4× Mitsubishi 3D‑RAM (33 MHz)
- Performance: 528 million operations/sec, 4 million tiles/sec
- GPU Geometrizers: 2× Geometry Engine ASIC (66 MHz, 2× 32‑bit floating-point units)
- GPU Renderers: 2× Pixel Processors (66 MHz)
- GPU Texture Mapping Units: 2× Texture Processors (66 MHz)
- Geometric Performance:
- Raw polygons: 4 million triangles/sec, 7 million vectors/sec
- Textured polygons: 2.64 million triangles/sec (1.32 million quads/sec), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Framebuffer Fillrate: 528 MPixels/s (write), 2.112 GPixels/s (erase)
- Rendering Fillrate:
- Raw polygons: 300 MPixels/s (3 million triangles/sec), 200 MPixels/s (4 million triangles/sec)
- Textured polygons: 132 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Texture Fillrate: 132 MTexels/s
Bandwidth
- Memory Bandwidth: 6.6 GB/s (5.1813 GB/s RAM, 1.4184 GB/s ROM)
- Video memory: 4.8 GB/s (4.23984 GB/s VRAM, 528 MB/s VROM)
- RAM Bandwidth: 5.1813 GB/s
- Main RAM: 800 MB/s (64‑bit, 100 MHz)[30]
- VRAM: 4.23984 GB/s
- Sound RAM: 88.888889 MB/s
- Other RAM: 52.571429 MB/s
- ROM Bandwidth: 1.4184 GB/s
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:[5]
- CPU: IBM-Motorola PowerPC 603ev @ 166 MHz (498 MIPS,[10] 332 MFLOPS)
Graphics
- Video Board: Sega 837-12716 MODEL3 STEP2
- GPU: 6× Sega 315-6060 (Real3D Pro‑1000) @ 50 MHz[17][18]
- 45 core processors: 15× Mitsubishi 3D‑RAM ALU, 2× Geometry Engine ASIC, 6× Pixel Processors, 6× Texture Processors, 6 DMA devices, 6 tile generators, 6 Fragment Processors
- 120 core units: 90 Mitsubishi 3D‑RAM ALU units, 2× Geometry Engine ASIC, 2× Texture Processors, 2 DMA devices, 2 tile generators, 2 Fragment Processors
- GPU ALU: 15× Mitsubishi 3D‑RAM (33 MHz, 2-3 ALU per GPU)[21]
- 90 core units: 60× 8‑bit ROP/blend units (33 MHz), 30× 32‑bit Z‑compare units (33 MHz)
- Bus width: 3840‑bit (15× 256‑bit) internal, 960‑bit (15× 32‑bit) external
- Performance: 1.98 billion operations/sec, 15 million tiles/sec[25]
- GPU Geometrizers: 6× Geometry Engine ASIC (50 MHz, 6× 32‑bit floating-point units)
- Lighting: 12 light spots, 12 spot lights
- GPU Renderers: 6× Pixel Processors (50 MHz)
- GPU Texture Mapping Units: 6× Texture Processors (50 MHz)
- Geometric Performance:
- Raw polygons: 15 million triangles/sec, 26.25 million vectors/sec
- Textured polygons: 6 million triangles/sec (3 million quads/sec), with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Framebuffer Fillrate: 1.98 GPixels/s (write), 7.92 GPixels/s (erase)
- Rendering Fillrate:
- Raw polygons: 1.125 GPixels/s (11.25 million triangles/sec), 750 MPixels/s (15 million triangles/sec)
- Textured polygons: 300 MPixels/s, with Gouraud shading, translucency, anti-aliasing, fog, lighting and Z-buffering
- Texture Fillrate: 300 MTexels/s
- Texture RAM: 21 MB (42× 512 KB) on-board Mitsubishi CDRAM (33 MHz)
Memory
Bandwidth
- Memory Bandwidth: 13.4 GB/s (11.998127 GB/s RAM, 1.4 GB/s ROM)
- Video memory: 11.8 GB/s (11.19 GB/s VRAM, 560 MB/s VROM)
- RAM Bandwidth: 11.998127 GB/s
- ROM Bandwidth: 1.4 GB/s
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 updates:[5]
- Video Board: Sega 837-13368 MODEL3 STEP2.1
- ROM Board: Sega 837-13022-02
- ROM Board GAL: Sega 315-6090B (GAL16V8B) @ 100 MHz[13]
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)
- Star Wars Trilogy Arcade (1998)
- The Ocean Hunter (1998)
- Spike Out (1998)
- Spikeout: Final Edition (1999)
- Emergency Call Ambulance (1999)
- Magical Truck Adventure (1999)
- Virtua Striker 2 '99 (1999)
Magazine articles
- Main article: Sega Model 3/Magazine articles.
References
- ↑ 1.0 1.1 Press release: 1996-08-06: Mitsubishi's Graphics Memory Products Power REAL 3D's R3D/PRO-1000 Graphics Engine
- ↑ File:NextGeneration US 11.pdf, page 16
- ↑ File:Edge UK 025.pdf, page 8
- ↑ File:SSM_UK_02.pdf, page 21
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.cpp
- ↑ 6.0 6.1 http://www.thg.ru/smoke/19991022/print.html
- ↑ http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm
- ↑ 8.0 8.1 8.2 https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.h
- ↑ http://www.segatech.com/archives/january1998.html
- ↑ 10.0 10.1 File:TSPC603R datasheet.pdf
- ↑ 11.0 11.1 https://github.com/mirror/model3emu/blob/master/Src/Model3/Model3.cpp
- ↑ 12.0 12.1 12.2 12.3 http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 File:GAL16V8B datasheet.pdf
- ↑ File:ST-103-R1-040194.pdf
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ File:Model3 cpu1.jpg
- ↑ 17.0 17.1 17.2 17.3 17.4 File:Real3DPro1000ProductDescription.pdf
- ↑ 18.0 18.1 18.2 File:Real3D100ArchitectureOverview.pdf
- ↑ https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.cpp
- ↑ https://github.com/mirror/model3emu/blob/master/Src/Model3/TileGen.cpp
- ↑ 21.0 21.1 File:M5M410092B datasheet.pdf
- ↑ 22.0 22.1 22.2 File:M5M410092FP datasheet.pdf
- ↑ http://ieeexplore.ieee.org/iel1/4/10262/00482207.pdf
- ↑ 3D-RAM (Wayback Machine: 2014-03-29 07:45)
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 3D-RAM (Mitsubishi) (Wayback Machine: 1998-01-22 14:39)
- ↑ 26.0 26.1 26.2 https://github.com/mamedev/mame/blob/master/src/mame/video/model3.cpp
- ↑ 27.0 27.1 27.2 File:M5M4V4169TP datasheet.pdf
- ↑ 28.0 28.1 28.2 https://github.com/mirror/model3emu/blob/master/Src/Model3/Real3D.h
- ↑ File:GameOn US 06.pdf, page 7
- ↑ 30.0 30.1 30.2 30.3 File:KM4132G271A datasheet.pdf
- ↑ File:HM5241605 datasheet.pdf
- ↑ 32.0 32.1 32.2 File:HM514270 datasheet.pdf
- ↑ 33.0 33.1 33.2 File:N341256 datasheet.pdf
- ↑ 34.0 34.1 34.2 File:LH52B256 datasheet.pdf
- ↑ 35.0 35.1 File:DRAM Technology.pdf
- ↑ 36.0 36.1 36.2 File:MC88915 datasheet.pdf
- ↑ 37.0 37.1 File:TC59S1616AFT datasheet.pdf
- ↑ File:UPD4811650 datasheet.pdf
- ↑ http://mamedb.com/game/spikeofe
Sega arcade boards |
---|
Originating in arcades |
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
|
Console-based hardware |
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
|
PC-based hardware |
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
|