Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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* 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]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** 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 MIPS and 5.6 GFLOPS
+
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]] and 5.6 GFLOPS
 
** Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], [http://www.giantbomb.com/artificial-intelligence/3015-218/ artificial intelligence], [[wikipedia:Collision detection|collision detection]], and overall game code{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], [http://www.giantbomb.com/artificial-intelligence/3015-218/ artificial intelligence], [[wikipedia:Collision detection|collision detection]], and overall game code{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
 
* Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
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** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),http://segatech.com/technical/overview/index.html 128 channels [http://www.system16.com/hardware.php?id=725]
 
** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),http://segatech.com/technical/overview/index.html 128 channels [http://www.system16.com/hardware.php?id=725]
 
** Other features: DSP, sound synthesizer
 
** Other features: DSP, sound synthesizer
* Main [[Transform, clipping, and lighting|T&L]] geometry [[Graphics processing unit|GPU]] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725]
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* Main [http://gaming.wikia.com/wiki/Transform,_clipping,_and_lighting T&L] geometry [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz [http://www.system16.com/hardware.php?id=725]
 
** [[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}}
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** Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} 256 fog effects,http://segatech.com/technical/overview/index.html per-pixel table fog,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} [[wikipedia:Per-pixel lighting|per-pixel lighting]]{{ref|http://ign.com/articles/2000/01/22/zombie-revenge-3}}
 
** Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} 256 fog effects,http://segatech.com/technical/overview/index.html per-pixel table fog,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} [[wikipedia:Per-pixel lighting|per-pixel lighting]]{{ref|http://ign.com/articles/2000/01/22/zombie-revenge-3}}
 
** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html
 
** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html
* [[Operating system]]: Custom [[Windows CE]],http://segatech.com/technical/overview/index.html with [[DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[OpenGL]] support
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* [[wikipedia:Operating system|Operating system]]: Custom [[Windows CE]],http://segatech.com/technical/overview/index.html with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support
 
* [[wikipedia:Random-access memory|RAM]]: 168 MB
 
* [[wikipedia:Random-access memory|RAM]]: 168 MB
 
** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) [http://www.system16.com/hardware.php?id=725]
 
** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz) [http://www.system16.com/hardware.php?id=725]
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*** Model data VRAM: 32 MB [http://www.system16.com/hardware.php?id=725]
 
*** Model data VRAM: 32 MB [http://www.system16.com/hardware.php?id=725]
 
** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
* Storage media: [[Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
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* Storage media: [[wikipedia:Read-only memory|ROM]] board, [[GD-ROM]] drive{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Color depth: 32-bit ARGB,http://segatech.com/technical/overview/index.html 16,777,216 colors (24-bit color) [http://www.system16.com/hardware.php?id=725] with 8-bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
* Color depth: 32-bit ARGB,http://segatech.com/technical/overview/index.html 16,777,216 colors (24-bit color) [http://www.system16.com/hardware.php?id=725] with 8-bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
* 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
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** Dual monitor: 992×768 to 1600×608 pixels
 
** Dual monitor: 992×768 to 1600×608 pixels
 
* Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
* [[Instructions per second|GFLOPS]] performance: 7.5 GFLOPS{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
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* [http://gaming.wikia.com/wiki/Instructions_per_second GFLOPS] performance: 7.5 GFLOPS{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Textures per pass: 10{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Textures per pass: 10{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
* [[Three-dimensional|Polygon]] performance:
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* [http://gaming.wikia.com/wiki/Three-dimensional Polygon] performance:
 
** 10 million textured polygons/sec, with 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering and other effects
 
** 10 million textured polygons/sec, with 6 light sources per polygon,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} shadows, trilinear filtering and other effects
 
** 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering
 
** 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering
 
** 40 million polygons/sec (20 million per CPU/GPU), with lighting
 
** 40 million polygons/sec (20 million per CPU/GPU), with lighting
 
** 100 million polygons/sec (raw),{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} without lighting or texture mapping
 
** 100 million polygons/sec (raw),{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}} without lighting or texture mapping
* [[Three-dimensional|Fillrate]]:
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* [[wikipedia:Fillrate|Fillrate]]:
 
** Rendering: 2 billion pixels/sec{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}} (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Rendering: 2 billion pixels/sec{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}} (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Textures: 200 million [[wikipedia:Texel (graphics)|texels]]/sec
 
** Textures: 200 million [[wikipedia:Texel (graphics)|texels]]/sec

Revision as of 16:37, 7 June 2015

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

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The Sega NAOMI 2 is an arcade board developed by Sega and is a successor to Sega NAOMI hardware. It was originally released in 2000, and stands as a beefed up version of the NAOMI specification. It is also fully backwards compatible with its predecessor.

The NAOMI 2 is by and large a more powerful successor of the NAOMI, adding a secondary CPU and GPU at higher clock rates, adding a new T&L GPU, and increasing the main graphics memory. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects.

As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.

Technical Specifications

List of Games


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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