Difference between revisions of "Sega NAOMI"
From Sega Retro
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* Board composition: Motherboard, Internal ROM Board, Filter Board | * Board composition: Motherboard, Internal ROM Board, Filter Board | ||
− | + | :* 1999 revision: Motherboard, Internal ROM Board, Filter Board, I/O Board | |
* [[wikipedia:Operating system|Operating systems]]: | * [[wikipedia:Operating system|Operating systems]]: | ||
− | + | :*Sega native operating system | |
− | + | :*Custom [[Windows CE]], with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support | |
}} | }} | ||
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* Main CPU: [[SuperH|Hitachi SH-4]] @ 200 MHz{{fileref|NAOMI 1998 Press Release JP.pdf}}{{fileref|SH-4 Software Manual.pdf}} | * Main CPU: [[SuperH|Hitachi SH-4]] @ 200 MHz{{fileref|NAOMI 1998 Press Release JP.pdf}}{{fileref|SH-4 Software Manual.pdf}} | ||
− | + | :* Units: [[wikipedia:128-bit|128‑bit]] [[wikipedia:SIMD|SIMD]] vector unit with graphic functions, 64‑bit [[wikipedia:Floating-point unit|floating‑point unit]], 32‑bit fixed‑point unit | |
− | + | :* Bus width: 128‑bit internal, 64‑bit external | |
− | + | :* Bandwidth: 3.2 GB/s internal, 1.6 GB/s external | |
− | + | :* Fixed‑point performance: 360 [[wikipedia:Instructions per second|MIPS]]{{ref|2 instructions per cycle|group=n}} | |
− | + | :* Floating‑point performance: 1.4 [[wikipedia:FLOPS|GFLOPS]]{{ref|7 floating-point operations per cycle|group=n}} | |
* [[wikipedia:Microcontroller|MCU]]: | * [[wikipedia:Microcontroller|MCU]]: | ||
− | + | :* Main MCU: [[Sega]] Custom [[Z80]] @ 21.333 MHz (8/16‑bit instructions @ 3.093 MIPS){{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}} | |
− | + | :* I/O Board MCU: [[Toshiba]] TMP90PH44 @ 14.745 MHz (8‑bit instructions @ 3.68625 MIPS){{fileref|TMP90PH44 datasheet.pdf}} | |
− | + | :* Optional [[cartridge]] MCU: Microchip PIC12C508A/PIC16C621A @ 4/40 MHz (8‑bit [[wikipedia:RISC|RISC]] instructions @ 1/5 MIPS){{fileref|PIC12C508A datasheet.pdf}}{{fileref|PIC16C621A datasheet.pdf}} | |
* [[wikipedia:Field-programmable gate array|FPGA]]: 2× FPGA{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI (MAME)]}} | * [[wikipedia:Field-programmable gate array|FPGA]]: 2× FPGA{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI (MAME)]}} | ||
− | + | :* Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz{{fileref|EPF8452A datasheet.pdf}} | |
− | + | :* Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 {{fileref|EPC1064 datasheet.pdf}} | |
}} | }} | ||
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* GPU: 2 core processors (SH‑4 SIMD, PowerVR2) | * GPU: 2 core processors (SH‑4 SIMD, PowerVR2) | ||
− | + | :* Cores: 6 cores (SH‑4 SIMD, 5 PowerVR2 cores) | |
* GPU geometry processor: Hitachi SH-4 SIMD @ 200 MHz | * GPU geometry processor: Hitachi SH-4 SIMD @ 200 MHz | ||
* GPU rasterizer: [[NEC]]-[[VideoLogic]] [[PowerVR2]] @ 100 MHz{{ref|[https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/naomi.c Sega NAOMI (Historic MAME)]}} | * GPU rasterizer: [[NEC]]-[[VideoLogic]] [[PowerVR2]] @ 100 MHz{{ref|[https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/naomi.c Sega NAOMI (Historic MAME)]}} | ||
− | + | :* Revision: Newer revision of PowerVR2 used in NAOMI systems (after ''[[The House of the Dead 2]]''),{{ref|[https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/naomi.c Sega NAOMI (Historic MAME)]}} rendering performance doubled{{ref|Scaled for high-end arcade technology,{{fileref|PowerVR.pdf|page=2}} with parallel ISP cores and increased PE processing elements within processor.{{fileref|PowerVR.pdf|page=3}} NAOMI has average fillrate of 1 gigapixel/sec,{{intref|Press release: 1998-09-17: SEGA SELECTS POWERVR SERIES2 AS 3D GRAPHICS TECHNOLOGY FOR NEW ARCADE SYSTEM}} twice that of the Dreamcast's average 500 megapixels/sec fillrate.{{fileref|Edge UK 067.pdf|page=11}}|group=n}} | |
− | + | :* Cores: TA (Tile Accelerator), 2x ISP (Image Synthesis Processors), TSP (Texture & Shading Processor), Triangle Setup [[wikipedia:Floating-point unit|FPU]], [[wikipedia:RAMDAC|RAMDAC]] | |
− | + | ::* Units: 88 rendering units (74 ISP units, 10 TSP units, 3 FPU units, 1 RAMDAC) | |
− | + | :* ISP units: 2x ISP Precalc Units, 2x ISP PE Arrays (64 PE processor elements), 2x Depth Accumulation Buffers, 2x Span RLC, 2x Span Sorters, 2x ISP Parameter Cache | |
− | + | :* TSP units: TSP Precalc, Parameter Cache, Texture Cache, Iterator Array, Pixel Processing Engine, Tile Accumulation Buffer, Secondary Accumulation Buffer, Combine & Bump Map Unit, Fog Unit, Alpha Blending Unit{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=110}} | |
− | + | :* Triangle Setup FPU: 3 FPU rendering units, 1 [[wikipedia:GFLOPS|GFLOPS]] | |
− | + | ::* 2x ISP Setup FPU: 100 MHz, 728 [[wikipedia:MFLOPS|MFLOPS]], surface and [[wikipedia:Hidden surface determination|culling]] processing for polygons, 14,285,714 polygons/sec{{ref|14 cycles/polygon per ISP FPU, 51 floating-point operations per polygon, 102 floating-point operations per 14 cycles{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=95}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=203}}|group=n}} | |
− | + | ::* TSP Setup FPU: 100 MHz, 364 MFLOPS, shading and texture processing{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=95}} for tiles processed by ISP{{fileref|PowerVR.pdf|page=3}} | |
− | + | :* RAMDAC: 230 MHz | |
− | + | :* Buses: 2 buses at 125 MHz, 64-bit TA Bus for transferring polygons and textures (1 GB/s), 32-bit PVRIF Bus for register memory (500 MB/s) | |
− | + | :* Features: [[wikipedia:Bump mapping|Bump mapping]], fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects,{{fileref|NAOMI 1998 Press Release JP.pdf}} [[wikipedia:Normal mapping|normal mapping]], [[wikipedia:Tiled rendering|tiled rendering]], [[wikipedia:Deferred shading|deferred rendering]], [[wikipedia:Back-face culling|back‑face culling]], [[wikipedia:Hidden surface determination|hidden surface removal]]. See ''[[Sega Dreamcast#Technical Specifications|Sega Dreamcast Technical Specifications]]'' for more details on PowerVR2 graphics system. | |
* [[wikipedia:Digital-to-analog converter|DAC]]: Sega 315‑6145 ([[wikipedia:Rohm|Rohm]] BU1426KS) @ 35.4695 MHz{{fileref|BU142 datasheet.pdf}} | * [[wikipedia:Digital-to-analog converter|DAC]]: Sega 315‑6145 ([[wikipedia:Rohm|Rohm]] BU1426KS) @ 35.4695 MHz{{fileref|BU142 datasheet.pdf}} | ||
− | + | :* Bus width: 24‑bit | |
* [[Resolution|Display resolution]]: 320×240 to 800×608 [[pixel]]s, [[wikipedia:Progressive scan|progressive scan]], JAMMA/[[Dreamcast VGA Adapter|VGA]] | * [[Resolution|Display resolution]]: 320×240 to 800×608 [[pixel]]s, [[wikipedia:Progressive scan|progressive scan]], JAMMA/[[Dreamcast VGA Adapter|VGA]] | ||
− | + | :* Internal resolution: 320×240 to 1600×1200 pixels | |
* [[Palette|Color depth]]: 16-bit RGB to [[wikipedia:32-bit color|32‑bit]] [[wikipedia:RGBA color space|ARGB]], 65,536 to 16,777,216 colors ([[wikipedia:24-bit color|24‑bit color]]) with 8‑bit (256 levels) [[wikipedia:Alpha compositing|alpha blending]], [[wikipedia:YUV|YUV]] and RGB color space, [[wikipedia:Chroma key|color key]] overlay | * [[Palette|Color depth]]: 16-bit RGB to [[wikipedia:32-bit color|32‑bit]] [[wikipedia:RGBA color space|ARGB]], 65,536 to 16,777,216 colors ([[wikipedia:24-bit color|24‑bit color]]) with 8‑bit (256 levels) [[wikipedia:Alpha compositing|alpha blending]], [[wikipedia:YUV|YUV]] and RGB color space, [[wikipedia:Chroma key|color key]] overlay | ||
* [[wikipedia:Framebuffer|Framebuffer]]: | * [[wikipedia:Framebuffer|Framebuffer]]: | ||
− | + | :* Full framebuffer: 320×240×16‑bit (150 [[Byte|KB]]) to 1600×1200×24‑bit (5625 KB) | |
− | + | :* Strip/Tile buffer: 32×32×16‑bit (4 KB) to 32×32×24‑bit (8 KB){{fileref|DreamcastDevBoxSystemArchitecture.pdf}} | |
* [[VRAM]]: 16 MB (effectively up to 42–127 MB with texture compression) | * [[VRAM]]: 16 MB (effectively up to 42–127 MB with texture compression) | ||
− | + | :* Framebuffer: 300–5625 KB (optional), average 1200–1800 KB (640×480, 16/24-bit color, double-buffered) | |
− | + | :* Polygons: Stored in double-buffered display lists,{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=102}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=152}} 22 bytes per shaded triangle,{{ref|Flat/Gouraud shading, 43 bytes double-buffered|group=n}} 31 bytes per textured triangle,{{ref|Gouraud shading, 62 bytes double-buffered|group=n}} 36 bytes per bump-mapped triangle,{{ref|Textured, Gouraud shading, bump mapping, 72 bytes double-buffered|group=n}} 38 bytes per volume-modified triangle,{{ref|Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered|group=n}} 96 bytes per [[sprite]]{{ref|Sprite, quad, 192 bytes double-buffered|group=n}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=199}} | |
− | + | :* Textures: 32 KB{{ref|8×8 texture, 16 colors|group=n}} to 16 MB (effectively 42–127 MB with texture compression), average 5–10 MB (effectively 40–60 MB with texture compression), 32 bytes{{ref|8×8×4-bit|group=n}} to 386 KB{{ref|1024×1024×24-bit|group=n}}{{fileref|PowerVR2DCFeaturesUnderWindowsCE.pdf|page=9}} or 1026 KB{{ref|2048×2048×16-bit|group=n}} per texture{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=144}} | |
− | + | :* VRAM bandwidth: 1 GB/s (effectively up to 3–7 GB/s with texture compression) | |
− | + | :* Note: Main RAM also used to store polygon display lists. Textures transferred directly to VRAM. Textures can be streamed directly from high-speed ROM cartridge.{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} Main RAM can also optionally be used to store textures. | |
* Floating-point performance: 2.4 GFLOPS | * Floating-point performance: 2.4 GFLOPS | ||
− | + | :* SH-4 SIMD: 1.4 GFLOPS geometry | |
− | + | :* PowerVR2: 1 GFLOPS rendering | |
* Geometry pipeline: SH‑4 SIMD | * Geometry pipeline: SH‑4 SIMD | ||
− | + | :* Geometry bandwidth: 3.2 GB/s | |
− | + | :* Floating‑point performance: 1.4 GFLOPS | |
* Rendering [[fillrate]]: | * Rendering [[fillrate]]: | ||
− | + | :* 6 [[Pixel|GPixels/s]]: Maximum fillrate for opaque polygons{{ref|32 pixels/cycle per ISP,{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=96}} 1 pixel per PE (processor element),{{fileref|PowerVR.pdf|page=3}}{{fileref|Patent US20030025695.pdf}} 64 PE (32 PE per ISP), 3.2 gigapixels/sec per ISP{{ref|[http://archive.is/4O7PE Sega Dreamcast: Implementation (IEEE)]}}|group=n}} | |
− | + | :* 1 [[Pixel|GPixel/s]]: Average fillrate for [[wikipedia:Alpha blending|translucent]] and opaque polygons{{intref|Press release: 1998-09-17: SEGA SELECTS POWERVR SERIES2 AS 3D GRAPHICS TECHNOLOGY FOR NEW ARCADE SYSTEM}}{{ref|10 pixels per cycle, 6 PEs (processor elements) per pixel, 500 megapixels/sec per ISP|group=n}} | |
− | + | :* 200 [[Pixel|MPixels/s]]: Minimum fillrate for translucent polygons with hardware sort depth of 60{{ref|60 layers depth, 2 pixels per cycle, 32 PEs per pixel, 100 megapixels/sec per ISP|group=n}} | |
* Texture fillrate:{{ref|Same as pixel rendering fillrate|group=n}} | * Texture fillrate:{{ref|Same as pixel rendering fillrate|group=n}} | ||
− | + | :* 6 [[Texel|GTexels/s]]: Maximum fillrate for opaque polygons | |
− | + | :* 1 [[Texel|GTexel/s]]: Average fillrate for translucent and opaque polygons | |
− | + | :* 200 [[Texel|MTexels/s]]: Minimum fillrate for translucent polygons with hardware sort depth of 60 | |
* SH-4 Polygon [[wikipedia:Transform and lighting|T&L]] Geometry: 1.4 GFLOPS | * SH-4 Polygon [[wikipedia:Transform and lighting|T&L]] Geometry: 1.4 GFLOPS | ||
− | + | :* Matrix transformations: 50 million vertices/s | |
− | + | :* Perspective transformations: 16.6 million vertices/sec, 16 million polygons/s | |
− | + | :* 1 light source: 14.2 million vertices/s, 14 million polygons/s | |
− | + | :* 4 light sources: 6.89 million vertices/s, 6.8 million polygons/s | |
* CLX2 polygon rendering: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons | * CLX2 polygon rendering: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons | ||
− | + | :* 16 million vertices/s{{ref|14 cycles per 3 vertices, per ISP FPU|group=n}} | |
− | + | :* 14 million polygons/s: Lighting, [[wikipedia:Flat shading|flat shading]]{{ref|14 cycles/polygon per ISP FPU, 200,000–317,000 polygons per scene, 100–400 pixels per polygon|group=n}} | |
− | + | :* 12 million polygons/s: Lighting, texture mapping{{ref|Bump mapping, 200,000–260,000 polygons per scene, 100–500 texels per polygon|group=n}} | |
− | + | :* 10 million polygons/s: Lighting, texture mapping, shadows, modifier volumes{{ref|Bump mapping, 100,000–219,000 polygons per scene, 100–600 texels per polygon|group=n}} | |
− | + | :* 8.3 million polygons/s: Lighting, texture mapping, [[wikipedia:Gouraud shading|Gouraud shading]], shadows, modifier volumes, bump mapping{{ref|138,888 polygons per scene, 100–700 texels per polygon|group=n}} | |
− | + | :* 8.2 million polygons/s: Lighting, texture mapping, [[wikipedia:Anisotropic filtering|anisotropic filtering]]{{ref|137,664 polygons per scene,{{ref|[http://dknute.livejournal.com/27148.html Homebrew Test]}} 100–700 texels per polygon|group=n}} | |
− | + | :* 6.2 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping, anisotropic filtering, translucent polygons{{ref|103,000–137,000 polygons per scene, 32 texels per polygon|group=n}} | |
* 2D [[sprite]] capabilities: Sprites rendered as textured translucent quad polygons | * 2D [[sprite]] capabilities: Sprites rendered as textured translucent quad polygons | ||
− | + | :* Colors per sprite: 16 colors (4-bit color) to 16,777,216 colors (24-bit color) | |
− | + | :* Sprite sizes: 8×8 [[texel]]s (224 bytes) to 1024×1024 texels (386.2 KB) | |
− | + | :* Sprite fillrate: 200 MTexels/s | |
− | + | :* Maximum sprites per frame: 52,083 sprites (8×8, 60 FPS) | |
− | + | :* Maximum texels per scanline: 13,888 texels (60 FPS) | |
− | + | :* Maximum sprites per scanline: 1736 sprites (60 FPS) | |
}} | }} | ||
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* [[wikipedia:Sound chip|Sound engine]]: [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz | * [[wikipedia:Sound chip|Sound engine]]: [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz | ||
− | + | :* Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz | |
− | + | :* CPU performance: 40 MIPS | |
− | + | :* [[Pulse-code modulation|PCM/ADPCM]]: 16‑bit [[wikipedia:Audio bit depth|depth]], 48 kHz [[wikipedia:Sampling rate|sampling rate]] ([[wikipedia:DVD-Audio|DVD quality]]), 64 channels | |
− | + | :* Other features: DSP, sound [[wikipedia:Synthesizer|synthesizer]] | |
}} | }} | ||
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* Overall memory: 92–506 [[Byte|MB]] | * Overall memory: 92–506 [[Byte|MB]] | ||
* Internal processor cache: 120.076 [[Byte|KB]]{{ref|122,958 [[byte]]s|group=n}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf}} | * Internal processor cache: 120.076 [[Byte|KB]]{{ref|122,958 [[byte]]s|group=n}}{{fileref|DreamcastDevBoxSystemArchitecture.pdf}} | ||
− | + | :* SH4 [[wikipedia:CPU cache|CPU cache]]: 25.564 KB{{ref|26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache, 1538 bytes registers|group=n}} | |
− | + | :* PowerVR2 [[wikipedia:GPU cache|GPU cache]]: 46 KB{{ref|47,104 bytes: 8.25 KB register memory, 24.5 KB ISP cache, 13 KB TSP cache, 256 bytes FIFO buffer|group=n}} | |
− | + | :* AICA audio cache: 32.011 KB{{ref|32,780 bytes: 32 KB sound registers, 8 bytes RTC registers, 4 bytes FIFO buffer|group=n}} | |
− | + | :* I/O Board MCU: 16.5 KB{{ref|16,896 bytes: 512 bytes RAM, 16 KB ROM{{fileref|TMP90PH44 datasheet.pdf}}|group=n}} | |
* System [[RAM]]: 57,408 KB (56.0625 MB) | * System [[RAM]]: 57,408 KB (56.0625 MB) | ||
− | + | :* Main RAM: 32 MB [[wikipedia:SDRAM|SDRAM]] | |
− | + | :* [[VRAM]]: 16 MB SDRAM (unified framebuffer/polygon/texture memory) | |
− | + | :* Sound RAM: 8 MB SDRAM | |
− | + | :* [[SRAM]]: 64 [[Byte|KB]] | |
* System [[ROM]]: 2048.125 KB (2 MB [[BIOS]] [[EPROM]], 128 bytes [[EPROM|EEPROM]]) | * System [[ROM]]: 2048.125 KB (2 MB [[BIOS]] [[EPROM]], 128 bytes [[EPROM|EEPROM]]) | ||
* [[Cartridge]] ROM: 34–448 MB | * [[Cartridge]] ROM: 34–448 MB | ||
− | + | :* Sega 1998/1999 format: 34–184 MB (32–176 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]], 0–4 MB [[EPROM]]) | |
− | + | :* [[Namco]] 2000 format: 136–400 MB (136–256 MB FlashROM, 0–144 MB MROM) | |
− | + | :* Sega 2005 format: 128–448 MB (128–448 MB FlashROM, 0–40 MB EPROM,{{ref|[http://www.mamedb.com/game/asndynmt.html Asian Dynamite (MAME)]}} 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}} | |
* Cartridge RAM: 32–64 KB SRAM | * Cartridge RAM: 32–64 KB SRAM | ||
* Optional cartridge MCU memory: 793/1888 bytes (25/96 bytes SRAM, 768/1792 bytes EPROM){{fileref|PIC12C508A datasheet.pdf}}{{fileref|PIC16C621A datasheet.pdf}} | * Optional cartridge MCU memory: 793/1888 bytes (25/96 bytes SRAM, 768/1792 bytes EPROM){{fileref|PIC12C508A datasheet.pdf}}{{fileref|PIC16C621A datasheet.pdf}} | ||
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* Internal processor cache bandwidth: | * Internal processor cache bandwidth: | ||
− | + | :* SH4: 3.2 GB/s{{ref|128‑bit, 200 MHz|group=n}} | |
− | + | :* PowerVR2: 28 GB/s{{ref|2304‑bit, 100 MHz: 32-bit TA tile buffer,{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=165}} 2x 32-bit ISP registers, 32-bit TSP registers,{{ref|[http://archive.is/tZsMd PowerVR (Dreamcast Hardware)]}} 2x 1024-bit ISP PE Arrays,{{fileref|PowerVR.pdf|page=3}} 64-bit TSP Texture Cache,{{fileref|DreamcastDevBoxSystemArchitecture.pdf|page=96}} 32-bit TSP Tile Accumulation Buffer, 32-bit Secondary Accumulation Buffer|group=n}} | |
− | + | :* AICA: 256 MB/s{{ref|32‑bit, 67 MHz|group=n}} | |
* RAM/ROM memory bandwidth: 2.636–3.224 GB/s | * RAM/ROM memory bandwidth: 2.636–3.224 GB/s | ||
* System RAM bandwidth: 2 GB/s | * System RAM bandwidth: 2 GB/s | ||
− | + | :* Main RAM: 800 MB/s{{ref|64‑bit, 100 MHz, Hitachi HM5264165FTT‑A60{{fileref|HM5264 datasheet.pdf}}|group=n}} | |
− | + | :* VRAM: 1 GB/s{{ref|64‑bit, 125 MHz, [[wikipedia:SK Hynix|Hynix]] HY57V161610DTC‑8{{fileref|HY57V161610D datasheet.pdf}}|group=n}} | |
− | + | :* Sound RAM: 132 MB/s{{ref|16‑bit, 66 MHz,{{fileref|DreamcastDevBoxSystemArchitecture.pdf}} [[Samsung]] KM416S4030{{fileref|KM416S4030C datasheet.pdf}}|group=n}} | |
− | + | :* SRAM: 44 MB/s{{ref|16‑bit, 22 MHz, Hitachi HM62256{{fileref|HM62256B datasheet.pdf}}|group=n}} | |
* System ROM bandwidth: 24 MB/s | * System ROM bandwidth: 24 MB/s | ||
− | + | :* EPROM: 20 MB/s{{ref|16‑bit, 10 MHz{{fileref|DreamcastDevBoxSystemArchitecture.pdf}}|group=n}} | |
− | + | :* EEPROM: 4 MB/s{{ref|16‑bit, 2 MHz{{fileref|AT93C46 datasheet.pdf}}|group=n}} | |
* Cartridge ROM bandwidth: 612 MB/s to 1.2 GB/s{{ref|2× 64‑bit connectors, 1× 16‑bit connector|group=n}} | * Cartridge ROM bandwidth: 612 MB/s to 1.2 GB/s{{ref|2× 64‑bit connectors, 1× 16‑bit connector|group=n}} | ||
− | + | :* Sega 1998 format: 612 MB/s{{ref|34 MHz|group=n}} | |
− | + | :* Sega 1999/2005 format: 900 MB/s{{ref|50 MHz{{fileref|S29GL-N datasheet.pdf}}|group=n}} | |
− | + | :* Namco 2000 format: 1.2 GB/s{{ref|66.666667 MHz{{ref|[http://members.iinet.net.au/~lantra9jp1/gurudumps/naomi/index.html Sega NAOMI (ROM Dumping)]}}{{fileref|DA28F640J5 datasheet.pdf}}|group=n}} | |
− | + | :* Note: High-speed access allows ROM cartridge to effectively be used as RAM.{{ref|[http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg Hideki Sato Sega Interview (Edge)]}} | |
* Cartridge RAM bandwidth: 28–100 MB/s{{ref|8/16‑bit, 28–50 MHz|group=n}} | * Cartridge RAM bandwidth: 28–100 MB/s{{ref|8/16‑bit, 28–50 MHz|group=n}} | ||
}} | }} | ||
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* Board composition: Motherboard, Internal ROM Board, Filter Board, I/O Board, DIMM Board | * Board composition: Motherboard, Internal ROM Board, Filter Board, I/O Board, DIMM Board | ||
* Storage: [[GD-ROM]] disc drive @ [[wikipedia:CD and DVD writing speed|12× speed]], 1 [[wikipedia:Gibibyte|GB]] per GD-ROM disc | * Storage: [[GD-ROM]] disc drive @ [[wikipedia:CD and DVD writing speed|12× speed]], 1 [[wikipedia:Gibibyte|GB]] per GD-ROM disc | ||
− | + | :* [[GD-ROM]] transfer rate: 1800 KB/s | |
====Memory==== | ====Memory==== | ||
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* RAM bandwidth: 3 GB/s | * RAM bandwidth: 3 GB/s | ||
− | + | :* Main RAM: 800 MB/s | |
− | + | :* VRAM: 1 GB/s | |
− | + | :* Sound RAM: 132 MB/s | |
− | + | :* SRAM: 44 MB/s | |
− | + | :* DIMM RAM: 1.064–2.128 GB/s{{ref|1/2× 64‑bit, 133 MHz{{ref|[http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM Sega NAOMI DIMM board and GD-ROM]}}{{fileref|M366S3323CT0 datasheet.pdf}}|group=n}} | |
}} | }} | ||
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* CPU: 2–4× [[SuperH|Hitachi SH-4]] @ 200 MHz | * CPU: 2–4× [[SuperH|Hitachi SH-4]] @ 200 MHz | ||
− | + | :* Performance: 720–1440 MIPS, 2.8–5.6 GFLOPS | |
* MCU: 2–4× Sega Custom [[Z80]] @ 21.333 MHz (8‑bit & 16‑bit instructions @ 6–12 MIPS) | * MCU: 2–4× Sega Custom [[Z80]] @ 21.333 MHz (8‑bit & 16‑bit instructions @ 6–12 MIPS) | ||
* FPGA: 4–8× FPGA | * FPGA: 4–8× FPGA | ||
− | + | :* 2–4× Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz | |
− | + | :* 2–4× Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz | |
}} | }} | ||
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* GPU: 4–8 core processors (2–4 SH‑4 SIMD, 2–4 PowerVR2) | * GPU: 4–8 core processors (2–4 SH‑4 SIMD, 2–4 PowerVR2) | ||
− | + | :* Cores: 12–24 cores (2–4 SH‑4 SIMD, 10–20 PowerVR2 cores) | |
* Display resolution: 2–3 monitors, 640×240 to 2400×608, progressive scan, widescreen JAMMA/[[Dreamcast VGA Adapter|VGA]] | * Display resolution: 2–3 monitors, 640×240 to 2400×608, progressive scan, widescreen JAMMA/[[Dreamcast VGA Adapter|VGA]] | ||
− | + | :* Internal resolution: 640×240 to 1600×1200 pixels per board | |
* Floating-point performance: 4–9 GFLOPS | * Floating-point performance: 4–9 GFLOPS | ||
− | + | :* SH-4 SIMD: 2.8–5.6 GFLOPS geometry | |
− | + | :* PowerVR2: 2–4 GFLOPS rendering | |
* Geometry pipeline: 2–4 SH‑4 SIMD | * Geometry pipeline: 2–4 SH‑4 SIMD | ||
− | + | :* Geometry bandwidth: 6–12 GB/s | |
− | + | :* Floating‑point performance: 2.8–5.6 GFLOPS | |
* Rendering fillrate: | * Rendering fillrate: | ||
− | + | :* 12–24 GPixels/s: Maximum fillrate for opaque polygons | |
− | + | :* 2–4 GPixels/s: Average fillrate for translucent and opaque polygons | |
− | + | :* 400–800 MPixels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60 | |
* Texture fillrate: | * Texture fillrate: | ||
− | + | :* 12–24 GTexels/s: Maximum fillrate for opaque polygons | |
− | + | :* 2–4 GTexels/s: Average fillrate for translucent and opaque polygons | |
− | + | :* 400–800 MTexels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60 | |
* SH-4 polygon T&L geometry: | * SH-4 polygon T&L geometry: | ||
− | + | :* Matrix transformations: 100–200 million vertices/s | |
− | + | :* Perspective transformations: 32–64 million polygons/s | |
− | + | :* Lighting calculations: 28–56 million polygons/s | |
* CLX2 polygon rendering: | * CLX2 polygon rendering: | ||
− | + | :* 32–64 million vertices/sec | |
− | + | :* 28–56 million polygons/s: Lighting, flat shading | |
− | + | :* 24–48 million polygons/s: Lighting, texture mapping | |
− | + | :* 20–40 million polygons/s: Lighting, texture mapping, shadows, modifier volumes | |
− | + | :* 16–32 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping | |
− | + | :* 16–32 million polygons/s: Lighting, texture mapping, anisotropic filtering | |
}} | }} | ||
====Sound==== | ====Sound==== | ||
* Sound engine: 2–4× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz | * Sound engine: 2–4× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz | ||
− | + | :* Internal CPU: 2–4× 32‑bit ARM7 RISC CPU @ 45 MHz | |
− | + | :* CPU performance: 80–160 MIPS | |
− | + | :* [[Pulse-code modulation|PCM/ADPCM]]: 128–512 channels | |
====Memory==== | ====Memory==== | ||
{{multicol| | {{multicol| | ||
* System [[RAM]]: 112–224 MB | * System [[RAM]]: 112–224 MB | ||
− | + | :* Main RAM: 64–128 MB | |
− | + | :* [[VRAM]]: 32–64 MB | |
− | + | :* Sound RAM: 16–32 MB | |
− | + | :* [[SRAM]]: 64–128 KB | |
* Internal processor cache: 220,572–441,144 [[byte]]s (215.402–430.804 KB) | * Internal processor cache: 220,572–441,144 [[byte]]s (215.402–430.804 KB) | ||
* System [[ROM]]: 4096.25–8192.5 KB (4–8 MB [[BIOS]] [[EPROM]], 256–512 bytes [[EPROM|EEPROM]]) | * System [[ROM]]: 4096.25–8192.5 KB (4–8 MB [[BIOS]] [[EPROM]], 256–512 bytes [[EPROM|EEPROM]]) | ||
Line 279: | Line 279: | ||
{{multicol| | {{multicol| | ||
* System RAM bandwidth: 4–8 GB/s | * System RAM bandwidth: 4–8 GB/s | ||
− | + | :* Main RAM: 1.6–3.2 GB/s{{ref|128/256‑bit|group=n}} | |
− | + | :* VRAM: 2–4 GB/s{{ref|128/256‑bit|group=n}} | |
− | + | :* Sound RAM: 264–528 MB/s{{ref|32/64‑bit|group=n}} | |
− | + | :* SRAM: 88–176 MB/s{{ref|32/64‑bit|group=n}} | |
* Internal processor cache bandwidth: | * Internal processor cache bandwidth: | ||
− | + | :* SH4: 3.2–6.4 GB/s{{ref|128/256‑bit|group=n}} | |
− | + | :* PowerVR2: 41–83 GB/s | |
− | + | :* AICA: 512–1024 MB/s{{ref|64/128‑bit|group=n}} | |
* System ROM bandwidth: 48–96 MB/s | * System ROM bandwidth: 48–96 MB/s | ||
− | + | :* EPROM: 40–80 MB/s{{ref|32/64‑bit|group=n}} | |
− | + | :* EEPROM: 8–16 MB/s{{ref|32/64‑bit|group=n}} | |
}} | }} | ||
Revision as of 08:22, 17 October 2018
Sega NAOMI | |||||||||||||||||
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Manufacturer: Sega | |||||||||||||||||
Variants: Sega NAOMI GD-ROM, Sega NAOMI Multiboard, Sega Dreamcast, Atomiswave, Sega Aurora | |||||||||||||||||
Add-ons: GD-ROM | |||||||||||||||||
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The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast.
The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors.
Contents
Hardware
The NAOMI shares the same basic system architecture as the Dreamcast, with both systems using the same Hitachi SH-4 CPU and Yamaha AICA based sound system, along with different revisions of the PowerVR Series 2 GPU architecture. While the CPU of the NAOMI and Dreamcast operate at the same clock frequency, the NAOMI packs twice as much system and graphics memory, four times as much sound memory, a faster PowerVR2 graphics processor, faster VRAM bandwidth,[n 1] and FPGA with additional processing. Multiple NAOMI boards can also be 'stacked' together to achieve better graphics performance, or for a multi-monitor setup.
After The House of the Dead 2, a newer revision of the PowerVR2 graphics chip was used in subsequent NAOMI systems.[2] According to VideoLogic's president and CEO, Hossein Yassaie, in September 1998: "With Dreamcast, PowerVR set out to create a new standard in 3D graphics for console gaming; now with Sega’s Naomi, we will deliver unprecedented levels of 3D performance to arcade systems".[4]
Another key difference between NAOMI and Dreamcast lies in the game-media - the NAOMI primarily uses ROM PC (printed circuit) boards (i.e. large game cartridges) with up to 168 MB of usable data (more expensive but with faster loading), while the Dreamcast uses GD-ROM optical-storage with up to 1GB of storage (at the expense of load times). The NAOMI was extended in 1999 so that it could interface with GD-ROM-based arcade games. This system uses standard PC SDR-DIMM modules which are battery backed-up for storing game data. The game data is read from the GD-ROM at bootup, stored onto the SDR RAM to which the NAOMI reads from during game. This leaves less wear on the GD-ROM drive as it's only used when the memory is empty or corrupted, else it will use the SDR RAM for boot-up every subsequent power on after checking the data integrity. If the battery fails, the system is left turned off for several days or the game GD-ROM is changed, the game will be reloaded from the GD-ROM drive.
Along with the standard version, three more variants also exist:
- First Edition — The initial release of NAOMI hardware was housed in an aluminium shell, similar in design to some versions of the earlier Model 2 and Model 3 system hardware. This version is known to be used in House of the Dead 2 arcade machines, with the game ROM board pre-installed inside the case. It is unknown whether this is a unique hardware variant specifically for House of the Dead 2, or whether it is compatible with later NAOMI releases. This prototype uses an earlier revision of the PowerVR2 graphics processor.[2]
- Multiboard — Several NAOMI motherboards joined onto a single board which connects the multiple boards together to created a more powerful parallel processing system.
- Satellite Terminal — independent NAOMI cabinets connected to a master one, used first by Derby Owners Club.
NAOMI boards can be used in special game cabinets (NAOMI Universal Cabinet) where a theoretical maximum of sixteen boards can be used in a parallel processing format.
The NAOMI multiboard setup uses a different BIOS chip than a regular NAOMI to handle all the boards but the whole system only uses one copy of the game cartridge, of which only four games were released.
Technical Specifications
NAOMI Specifications
See Sega Dreamcast technical specifications for more details on the capabilities of the general Dreamcast/Naomi hardware architecture, though the specifications for the Naomi differ from the Dreamcast in various ways, as listed below.[2]
- Board composition: Motherboard, Internal ROM Board, Filter Board
- 1999 revision: Motherboard, Internal ROM Board, Filter Board, I/O Board
- Sega native operating system
- Custom Windows CE, with DirectX 6.0, Direct3D and OpenGL support
Main
Graphics
- GPU: 2 core processors (SH‑4 SIMD, PowerVR2)
- Cores: 6 cores (SH‑4 SIMD, 5 PowerVR2 cores)
- GPU geometry processor: Hitachi SH-4 SIMD @ 200 MHz
- GPU rasterizer: NEC-VideoLogic PowerVR2 @ 100 MHz[13]
- Revision: Newer revision of PowerVR2 used in NAOMI systems (after The House of the Dead 2),[13] rendering performance doubled[n 4]
- Cores: TA (Tile Accelerator), 2x ISP (Image Synthesis Processors), TSP (Texture & Shading Processor), Triangle Setup FPU, RAMDAC
- Units: 88 rendering units (74 ISP units, 10 TSP units, 3 FPU units, 1 RAMDAC)
- ISP units: 2x ISP Precalc Units, 2x ISP PE Arrays (64 PE processor elements), 2x Depth Accumulation Buffers, 2x Span RLC, 2x Span Sorters, 2x ISP Parameter Cache
- TSP units: TSP Precalc, Parameter Cache, Texture Cache, Iterator Array, Pixel Processing Engine, Tile Accumulation Buffer, Secondary Accumulation Buffer, Combine & Bump Map Unit, Fog Unit, Alpha Blending Unit[17]
- Triangle Setup FPU: 3 FPU rendering units, 1 GFLOPS
- RAMDAC: 230 MHz
- Buses: 2 buses at 125 MHz, 64-bit TA Bus for transferring polygons and textures (1 GB/s), 32-bit PVRIF Bus for register memory (500 MB/s)
- Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects,[5] normal mapping, tiled rendering, deferred rendering, back‑face culling, hidden surface removal. See Sega Dreamcast Technical Specifications for more details on PowerVR2 graphics system.
- Bus width: 24‑bit
- Display resolution: 320×240 to 800×608 pixels, progressive scan, JAMMA/VGA
- Internal resolution: 320×240 to 1600×1200 pixels
- Color depth: 16-bit RGB to 32‑bit ARGB, 65,536 to 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color space, color key overlay
- Framebuffer:
- VRAM: 16 MB (effectively up to 42–127 MB with texture compression)
- Framebuffer: 300–5625 KB (optional), average 1200–1800 KB (640×480, 16/24-bit color, double-buffered)
- Polygons: Stored in double-buffered display lists,[22][23] 22 bytes per shaded triangle,[n 6] 31 bytes per textured triangle,[n 7] 36 bytes per bump-mapped triangle,[n 8] 38 bytes per volume-modified triangle,[n 9] 96 bytes per sprite[n 10][24]
- Textures: 32 KB[n 11] to 16 MB (effectively 42–127 MB with texture compression), average 5–10 MB (effectively 40–60 MB with texture compression), 32 bytes[n 12] to 386 KB[n 13][25] or 1026 KB[n 14] per texture[26]
- VRAM bandwidth: 1 GB/s (effectively up to 3–7 GB/s with texture compression)
- Note: Main RAM also used to store polygon display lists. Textures transferred directly to VRAM. Textures can be streamed directly from high-speed ROM cartridge.[27] Main RAM can also optionally be used to store textures.
- Floating-point performance: 2.4 GFLOPS
- SH-4 SIMD: 1.4 GFLOPS geometry
- PowerVR2: 1 GFLOPS rendering
- Geometry pipeline: SH‑4 SIMD
- Geometry bandwidth: 3.2 GB/s
- Floating‑point performance: 1.4 GFLOPS
- Rendering fillrate:
- Texture fillrate:[n 18]
- SH-4 Polygon T&L Geometry: 1.4 GFLOPS
- Matrix transformations: 50 million vertices/s
- Perspective transformations: 16.6 million vertices/sec, 16 million polygons/s
- 1 light source: 14.2 million vertices/s, 14 million polygons/s
- 4 light sources: 6.89 million vertices/s, 6.8 million polygons/s
- CLX2 polygon rendering: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons
- 16 million vertices/s[n 19]
- 14 million polygons/s: Lighting, flat shading[n 20]
- 12 million polygons/s: Lighting, texture mapping[n 21]
- 10 million polygons/s: Lighting, texture mapping, shadows, modifier volumes[n 22]
- 8.3 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping[n 23]
- 8.2 million polygons/s: Lighting, texture mapping, anisotropic filtering[n 24]
- 6.2 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping, anisotropic filtering, translucent polygons[n 25]
- 2D sprite capabilities: Sprites rendered as textured translucent quad polygons
- Colors per sprite: 16 colors (4-bit color) to 16,777,216 colors (24-bit color)
- Sprite sizes: 8×8 texels (224 bytes) to 1024×1024 texels (386.2 KB)
- Sprite fillrate: 200 MTexels/s
- Maximum sprites per frame: 52,083 sprites (8×8, 60 FPS)
- Maximum texels per scanline: 13,888 texels (60 FPS)
- Maximum sprites per scanline: 1736 sprites (60 FPS)
Sound
- Internal CPU: 32‑bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 40 MIPS
- PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 64 channels
- Other features: DSP, sound synthesizer
Memory
Bandwidth
- Internal processor cache bandwidth:
- RAM/ROM memory bandwidth: 2.636–3.224 GB/s
- System RAM bandwidth: 2 GB/s
- System ROM bandwidth: 24 MB/s
- Cartridge ROM bandwidth: 612 MB/s to 1.2 GB/s[n 40]
- Cartridge RAM bandwidth: 28–100 MB/s[n 44]
NAOMI GD-ROM Specifications
The NAOMI GD-ROM, released in 1999, 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.
- Board composition: Motherboard, Internal ROM Board, Filter Board, I/O Board, DIMM Board
- Storage: GD-ROM disc drive @ 12× speed, 1 GB per GD-ROM disc
- GD-ROM transfer rate: 1800 KB/s
Memory
Bandwidth
- RAM bandwidth: 3 GB/s
- Main RAM: 800 MB/s
- VRAM: 1 GB/s
- Sound RAM: 132 MB/s
- SRAM: 44 MB/s
- DIMM RAM: 1.064–2.128 GB/s[n 45]
NAOMI Multiboard Specifications
The NAOMI Multiboard, released in 1999, stacks together multiple NAOMI system boards for parallel processing in a single arcade system, ranging from 2 to 16 system boards. Since the 16‑board variant is not known to have been used by any games, the following specifications are for the 2‑board and 4‑board variants:
- Board composition: 2–4 NAOMI system boards
Main
- CPU: 2–4× Hitachi SH-4 @ 200 MHz
- Performance: 720–1440 MIPS, 2.8–5.6 GFLOPS
- MCU: 2–4× Sega Custom Z80 @ 21.333 MHz (8‑bit & 16‑bit instructions @ 6–12 MIPS)
- FPGA: 4–8× FPGA
- 2–4× Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz
- 2–4× Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz
Graphics
- GPU: 4–8 core processors (2–4 SH‑4 SIMD, 2–4 PowerVR2)
- Cores: 12–24 cores (2–4 SH‑4 SIMD, 10–20 PowerVR2 cores)
- Display resolution: 2–3 monitors, 640×240 to 2400×608, progressive scan, widescreen JAMMA/VGA
- Internal resolution: 640×240 to 1600×1200 pixels per board
- Floating-point performance: 4–9 GFLOPS
- SH-4 SIMD: 2.8–5.6 GFLOPS geometry
- PowerVR2: 2–4 GFLOPS rendering
- Geometry pipeline: 2–4 SH‑4 SIMD
- Geometry bandwidth: 6–12 GB/s
- Floating‑point performance: 2.8–5.6 GFLOPS
- Rendering fillrate:
- 12–24 GPixels/s: Maximum fillrate for opaque polygons
- 2–4 GPixels/s: Average fillrate for translucent and opaque polygons
- 400–800 MPixels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60
- Texture fillrate:
- 12–24 GTexels/s: Maximum fillrate for opaque polygons
- 2–4 GTexels/s: Average fillrate for translucent and opaque polygons
- 400–800 MTexels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60
- SH-4 polygon T&L geometry:
- Matrix transformations: 100–200 million vertices/s
- Perspective transformations: 32–64 million polygons/s
- Lighting calculations: 28–56 million polygons/s
- CLX2 polygon rendering:
- 32–64 million vertices/sec
- 28–56 million polygons/s: Lighting, flat shading
- 24–48 million polygons/s: Lighting, texture mapping
- 20–40 million polygons/s: Lighting, texture mapping, shadows, modifier volumes
- 16–32 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping
- 16–32 million polygons/s: Lighting, texture mapping, anisotropic filtering
Sound
- Sound engine: 2–4× Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Internal CPU: 2–4× 32‑bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 80–160 MIPS
- PCM/ADPCM: 128–512 channels
Memory
- System RAM: 112–224 MB
Bandwidth
- System RAM bandwidth: 4–8 GB/s
- Internal processor cache bandwidth:
- System ROM bandwidth: 48–96 MB/s
List of games
NAOMI
- Dynamite Baseball NAOMI (1998)
- Dynamite Baseball '99 (1998)
- F1 World Grand Prix (1998)
- The House of the Dead 2 (1998)
- The Typing of the Dead (1999)
- Zombie Revenge (1998)
- 18 Wheeler: American Pro Trucker (1999)
- Charge'N'Blast (1999)
- Crazy Taxi (1999)
- Dead or Alive 2 (1999)
- Dead or Alive 2 Millennium (2000)
- Dengen Tenshi Taisen Janshi Shangri-la (1999)
- Formation Battle In May (1999)
- Giant Gram: Zen Nihon Pro Wres 2 in Nihon Budoukan (1999)
- Idol Janshi Suchie-Pai 3 (1999)
- Jambo! Safari (1999)
- Kasei Channel Mars TV (1999)
- Outtrigger (1999)
- Pocket Shooting (1999)
- Puyo Puyo Da! (1999)
- Puyo Puyo Fever (2003)
- Puzzle Kurutto Stone (1999)
- Ring Out 4x4 (1999)
- Samba de Amigo (1999)
- Samba de Amigo Ver.2000 (2000)
- Sega Marine Fishing (1999)
- Sega Tetris (1999)
- Touch de Uno! (1999)
- Touch de Uno! 2 (2000)
- Toy Fighter/Waffupu (1999)
- Virtua Tennis/Power Smash (1999)
- World Series 99/Super Major League 99 (1999)
- Boat Race Ocean Heats (2000)
- Crackin' DJ (2000)
- Crackin' DJ 2 (2001)
- Cyber Troopers Virtual-On: Oratorio Tangram M.S.B.S. Ver. 5.66 (2000)
- Death Crimson OX (2000)
- Fish Live (2000)
- Guilty Gear X (2000)
- Quiz Ah Megamisama!/Quiz Ah My Goddess! (2000)
- Slash Out (2000)
- Star Horse (2000)
- StarHorse 2001 (2001)
- StarHorse 2002 (2002)
- Tokyo Bus Guide (2000)
- Virtua NBA (2000)
- Virtua Striker 2 Ver.2000 (2000)
- Wave Runner GP (2000)
- WWF Royal Rumble (2000)
- Cosmic Smash (2001)
- Inu no Osanpo (2001)
- Zero Gunner 2 (2001)
- Mushiking: The King of Beetles (2003)
- Rhythm Tengoku (2007)
- Shooting Love 2007 (2007)
- Manic Panic Ghosts (2007)
- Akatsuki Denkou Senki (2008)
- Illmatic Envelope (2008)
- Mamoru-kun wa Norowarete Shimatta! (2008)
- Melty Blood Actress Again (2008)
- Radirgy Noa (2009)
Distributed by Capcom
- Power Stone (1999)
- Power Stone 2 (2000)
- Spawn (1999)
- Cannon Spike/Gunspike (2000)
- Capcom vs. SNK: Millennium Fight 2000 (2000)
- Gigawing 2 (2000)
- Marvel vs. Capcom 2 (2000)
- Project Justice/Moero! Justice Gakuen (2000)
- Heavy Metal: Geomatrix (2001)
- Kidou Senshi Gundam: Renpou vs. Zeon (2001)
Distributed by Namco
- Shin Nihon Pro Wrestling Toukon Retsuden 4 Arcade Edition (2000)
- Gun Survivor 2: Biohazard CODE:Veronica (2001)
- Ninja Assault (2001)
- World Kicks (2001)
- Mazan: Flash Of The Blade (2002)
NAOMI GD-ROM
- Virtua Tennis/Power Smash (1999)
- Virtua Tennis/Power Smash 2 (2001)
- Confidential Mission (2000)
- Shakka to Tambourine! (2000)
- Alien Front (2001)
- Crackin' DJ 2 (2001)
- Doki Doki Idol Star Seeker (2001)
- Get Bass 2 / Sega Bass Fishing 2 (2001)
- Ikaruga (2001)
- La Keyboard XYU (2001)
- Lupin the 3rd: The Shooting (2001)
- Lupin the 3rd: The Typing (2002)
- Monkey Ball (2001)
- Spikers Battle (2001)
- Sports Jam (2001)
- Virtua Golf/Dynamic Golf (2001)
- World Series Baseball/Super Major League (2001)
- Guilty Gear XX: The Midnight Carnival (2002)
- Guilty Gear XX#Reload (2003)
- Guilty Gear XX Slash (2005)
- Guilty Gear XX Accent Core (2006)
- Moeru Casinyo (2002)
- Musapey no Choco Marker (2002)
- Quiz Keitai Q mode (2002)
- Shootout Pool (2002)
- Shootout Pool Prize (2003)
- The Maze of the Kings (2002)
- Virtua Athletics/Virtua Athlete (2002)
- Border Down (2003)
- Dragon Treasure (2003)
- Dragon Treasure II (2004)
- Chaos Field (2004)
- Tetris Kiwamemichi (2004)
- Dragon Treasure III (2005)
- KyoryuKing (2005)
- Melty Blood: Act Cadenza Ver. A (2005)
- Radirgy (2005)
- Senko no Ronde (2005)
- Senko no Ronde New Version (2005)
- Senko no Ronde SP (2006)
- Super Shanghai 2005 (2005)
- Under Defeat (2005)
- Jingi Storm: The Arcade (2005)
- Karous (2006)
- Kuru Kuru Chameleon (2006)
- Noukone Puzzle Takoron (2006)
- Trigger Heart Exelica (2006)
- Project Cerberus (moved to PlayStation Portable during development; last seen on NAOMI in 2009)
Distributed by Capcom
Distributed by Taito
- Azumanga Daioh Puzzle Bobble (2002)
- Cleopatra Fortune Plus (2001)
- ExZeus (2005)
- Pochi to Nyaa (2002)
- Psyvariar 2 (2003)
- Rabbit 2 (2003)
- Shikigami no Shiro II/The Castle of Shikigami II (2003)
- Trizeal (2004)
- Usagi: Yasei no Touhai: Yamashiro Mahjong Hen (2003)
NAOMI Multiboard
- Airline Pilots (1999)
- F355 Challenge (1999)
- Sega Strike Fighter (2000)
- Mazan: Flash Of The Blade (2002)
NAOMI Satellite Terminal
- Derby Owners Club (2000)
- Derby Owners Club 2000 (2000)
- Derby Owners Club World Edition (2001)
- Derby Owners Club 2 (2001)
- Derby Owners Club 2 Ver.2 (2001)
- Derby Owners Club 2 Ver.2.1 (2001)
- MJ (2003)
- The Quiz Show (2004)
History
The NAOMI debuted at a time when traditional arcades were on a decline, and so was engineered to be a mass-produced, cost-effective machine reliant on large game ROM cartridges which could be interchanged by the arcade operator. This is contrary to systems such as the Model 3, in which each board, despite sharing largely the same specifications, would be bespoke, with the built-in ROMs being flashed with games during the manufacturing process. This is not the first time such an idea was utilised by Sega, but never before had technology been used for a cutting-edge Sega arcade specification.
Unlike most hardware platforms in the arcade industry, NAOMI was widely licensed for use by other manufacturers, many of which were former rivals to Sega, such as Taito, Capcom and Namco. It is also one of the longest-serving arcade boards, being supported from 1998 to 2009. It is a platform where many top-rated Sega franchises were born, including Virtua Tennis, Samba de Amigo, Crazy Taxi and Monkey Ball.
Promotional material
Photo gallery
First Edition
Main version
Notes
- ↑ [125 MHz,[2][3] compared to the Dreamcast's 100 MHz 125 MHz,[2][3] compared to the Dreamcast's 100 MHz]
- ↑ [2 instructions per cycle 2 instructions per cycle]
- ↑ [7 floating-point operations per cycle 7 floating-point operations per cycle]
- ↑ [Scaled for high-end arcade technology,[14] with parallel ISP cores and increased PE processing elements within processor.[15] NAOMI has average fillrate of 1 gigapixel/sec,[4] twice that of the Dreamcast's average 500 megapixels/sec fillrate.[16] Scaled for high-end arcade technology,[14] with parallel ISP cores and increased PE processing elements within processor.[15] NAOMI has average fillrate of 1 gigapixel/sec,[4] twice that of the Dreamcast's average 500 megapixels/sec fillrate.[16]]
- ↑ [14 cycles/polygon per ISP FPU, 51 floating-point operations per polygon, 102 floating-point operations per 14 cycles[18][19] 14 cycles/polygon per ISP FPU, 51 floating-point operations per polygon, 102 floating-point operations per 14 cycles[18][19]]
- ↑ [Flat/Gouraud shading, 43 bytes double-buffered Flat/Gouraud shading, 43 bytes double-buffered]
- ↑ [Gouraud shading, 62 bytes double-buffered Gouraud shading, 62 bytes double-buffered]
- ↑ [Textured, Gouraud shading, bump mapping, 72 bytes double-buffered Textured, Gouraud shading, bump mapping, 72 bytes double-buffered]
- ↑ [Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered]
- ↑ [Sprite, quad, 192 bytes double-buffered Sprite, quad, 192 bytes double-buffered]
- ↑ [8×8 texture, 16 colors 8×8 texture, 16 colors]
- ↑ [8×8×4-bit 8×8×4-bit]
- ↑ [1024×1024×24-bit 1024×1024×24-bit]
- ↑ [2048×2048×16-bit 2048×2048×16-bit]
- ↑ [32 pixels/cycle per ISP,[28] 1 pixel per PE (processor element),[15][29] 64 PE (32 PE per ISP), 3.2 gigapixels/sec per ISP[30] 32 pixels/cycle per ISP,[28] 1 pixel per PE (processor element),[15][29] 64 PE (32 PE per ISP), 3.2 gigapixels/sec per ISP[30]]
- ↑ [10 pixels per cycle, 6 PEs (processor elements) per pixel, 500 megapixels/sec per ISP 10 pixels per cycle, 6 PEs (processor elements) per pixel, 500 megapixels/sec per ISP]
- ↑ [60 layers depth, 2 pixels per cycle, 32 PEs per pixel, 100 megapixels/sec per ISP 60 layers depth, 2 pixels per cycle, 32 PEs per pixel, 100 megapixels/sec per ISP]
- ↑ [Same as pixel rendering fillrate Same as pixel rendering fillrate]
- ↑ [14 cycles per 3 vertices, per ISP FPU 14 cycles per 3 vertices, per ISP FPU]
- ↑ [14 cycles/polygon per ISP FPU, 200,000–317,000 polygons per scene, 100–400 pixels per polygon 14 cycles/polygon per ISP FPU, 200,000–317,000 polygons per scene, 100–400 pixels per polygon]
- ↑ [Bump mapping, 200,000–260,000 polygons per scene, 100–500 texels per polygon Bump mapping, 200,000–260,000 polygons per scene, 100–500 texels per polygon]
- ↑ [Bump mapping, 100,000–219,000 polygons per scene, 100–600 texels per polygon Bump mapping, 100,000–219,000 polygons per scene, 100–600 texels per polygon]
- ↑ [138,888 polygons per scene, 100–700 texels per polygon 138,888 polygons per scene, 100–700 texels per polygon]
- ↑ [137,664 polygons per scene,[31] 100–700 texels per polygon 137,664 polygons per scene,[31] 100–700 texels per polygon]
- ↑ [103,000–137,000 polygons per scene, 32 texels per polygon 103,000–137,000 polygons per scene, 32 texels per polygon]
- ↑ [122,958 bytes 122,958 bytes]
- ↑ [26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache, 1538 bytes registers 26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache, 1538 bytes registers]
- ↑ [47,104 bytes: 8.25 KB register memory, 24.5 KB ISP cache, 13 KB TSP cache, 256 bytes FIFO buffer 47,104 bytes: 8.25 KB register memory, 24.5 KB ISP cache, 13 KB TSP cache, 256 bytes FIFO buffer]
- ↑ [32,780 bytes: 32 KB sound registers, 8 bytes RTC registers, 4 bytes FIFO buffer 32,780 bytes: 32 KB sound registers, 8 bytes RTC registers, 4 bytes FIFO buffer]
- ↑ [16,896 bytes: 512 bytes RAM, 16 KB ROM[8] 16,896 bytes: 512 bytes RAM, 16 KB ROM[8]]
- ↑ [128‑bit, 200 MHz 128‑bit, 200 MHz]
- ↑ [2304‑bit, 100 MHz: 32-bit TA tile buffer,[34] 2x 32-bit ISP registers, 32-bit TSP registers,[35] 2x 1024-bit ISP PE Arrays,[15] 64-bit TSP Texture Cache,[28] 32-bit TSP Tile Accumulation Buffer, 32-bit Secondary Accumulation Buffer 2304‑bit, 100 MHz: 32-bit TA tile buffer,[34] 2x 32-bit ISP registers, 32-bit TSP registers,[35] 2x 1024-bit ISP PE Arrays,[15] 64-bit TSP Texture Cache,[28] 32-bit TSP Tile Accumulation Buffer, 32-bit Secondary Accumulation Buffer]
- ↑ [32‑bit, 67 MHz 32‑bit, 67 MHz]
- ↑ [64‑bit, 100 MHz, Hitachi HM5264165FTT‑A60[36] 64‑bit, 100 MHz, Hitachi HM5264165FTT‑A60[36]]
- ↑ [64‑bit, 125 MHz, Hynix HY57V161610DTC‑8[3] 64‑bit, 125 MHz, Hynix HY57V161610DTC‑8[3]]
- ↑ [16‑bit, 66 MHz,[21] Samsung KM416S4030[37] 16‑bit, 66 MHz,[21] Samsung KM416S4030[37]]
- ↑ [16‑bit, 22 MHz, Hitachi HM62256[38] 16‑bit, 22 MHz, Hitachi HM62256[38]]
- ↑ [16‑bit, 10 MHz[21] 16‑bit, 10 MHz[21]]
- ↑ [16‑bit, 2 MHz[39] 16‑bit, 2 MHz[39]]
- ↑ [2× 64‑bit connectors, 1× 16‑bit connector 2× 64‑bit connectors, 1× 16‑bit connector]
- ↑ [34 MHz 34 MHz]
- ↑ [50 MHz[40] 50 MHz[40]]
- ↑ [66.666667 MHz[41][42] 66.666667 MHz[41][42]]
- ↑ [8/16‑bit, 28–50 MHz 8/16‑bit, 28–50 MHz]
- ↑ [1/2× 64‑bit, 133 MHz[43][44] 1/2× 64‑bit, 133 MHz[43][44]]
- ↑ 46.0 46.1 46.2 [128/256‑bit 128/256‑bit]
- ↑ 47.0 47.1 47.2 47.3 [32/64‑bit 32/64‑bit]
- ↑ [64/128‑bit 64/128‑bit]
References
- ↑ NAOMI Technical Overview (Wayback Machine: 2001-03-05 07:40)
- ↑ 2.0 2.1 2.2 2.3 2.4 Sega NAOMI (MAME)
- ↑ 3.0 3.1 File:HY57V161610D datasheet.pdf
- ↑ 4.0 4.1 4.2 Press release: 1998-09-17: SEGA SELECTS POWERVR SERIES2 AS 3D GRAPHICS TECHNOLOGY FOR NEW ARCADE SYSTEM
- ↑ 5.0 5.1 File:NAOMI 1998 Press Release JP.pdf
- ↑ File:SH-4 Software Manual.pdf
- ↑ Obsolete Microprocessors
- ↑ 8.0 8.1 File:TMP90PH44 datasheet.pdf
- ↑ 9.0 9.1 File:PIC12C508A datasheet.pdf
- ↑ 10.0 10.1 File:PIC16C621A datasheet.pdf
- ↑ File:EPF8452A datasheet.pdf
- ↑ File:EPC1064 datasheet.pdf
- ↑ 13.0 13.1 Sega NAOMI (Historic MAME)
- ↑ File:PowerVR.pdf, page 2
- ↑ 15.0 15.1 15.2 15.3 File:PowerVR.pdf, page 3
- ↑ File:Edge UK 067.pdf, page 11
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 110
- ↑ 18.0 18.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 95
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 203
- ↑ File:BU142 datasheet.pdf
- ↑ 21.0 21.1 21.2 21.3 File:DreamcastDevBoxSystemArchitecture.pdf
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 102
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 152
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 199
- ↑ File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 9
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 144
- ↑ 27.0 27.1 Hideki Sato Sega Interview (Edge)
- ↑ 28.0 28.1 File:DreamcastDevBoxSystemArchitecture.pdf, page 96
- ↑ File:Patent US20030025695.pdf
- ↑ Sega Dreamcast: Implementation (IEEE)
- ↑ Homebrew Test
- ↑ Asian Dynamite (MAME)
- ↑ File:XCF01S datasheet.pdf
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 165
- ↑ PowerVR (Dreamcast Hardware)
- ↑ File:HM5264 datasheet.pdf
- ↑ File:KM416S4030C datasheet.pdf
- ↑ File:HM62256B datasheet.pdf
- ↑ File:AT93C46 datasheet.pdf
- ↑ File:S29GL-N datasheet.pdf
- ↑ Sega NAOMI (ROM Dumping)
- ↑ File:DA28F640J5 datasheet.pdf
- ↑ 43.0 43.1 Sega NAOMI DIMM board and GD-ROM
- ↑ File:M366S3323CT0 datasheet.pdf
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