Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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** 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),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels | ||
** Other features: DSP, sound synthesizer | ** Other features: DSP, sound synthesizer | ||
− | * Main T&L geometry | + | * Main T&L geometry GPU coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz |
** [[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: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons) | *** Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons) | ||
*** Textures: 200 million tevels/sec (no overdraw) to 2 billion texels/sec (9× overdraw) | *** Textures: 200 million tevels/sec (no overdraw) to 2 billion texels/sec (9× overdraw) | ||
+ | |||
+ | {{multicol| | ||
* [[wikipedia:Operating system|Operating systems]]: | * [[wikipedia:Operating system|Operating systems]]: | ||
**Native operating system | **Native operating system | ||
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* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C | * Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C | ||
* Connection: JAMMA Video compliant | * Connection: JAMMA Video compliant | ||
+ | }} | ||
===NAOMI 2 GD-ROM Specifications=== | ===NAOMI 2 GD-ROM Specifications=== | ||
The NAOMI 2 GD-ROM specification has the following memory differences:{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | The NAOMI 2 GD-ROM specification has the following memory differences:{{ref|http://www.segatech.com/arcade/naomi2/index.html}} | ||
+ | {{multicol| | ||
* Board composition: Motherboard + Daughter Board + DIMM Board | * Board composition: Motherboard + Daughter Board + DIMM Board | ||
* Storage media: [[GD-ROM]] drive | * Storage media: [[GD-ROM]] drive | ||
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*** Bandwidth: 7.44 GB/sec (no overdraw) to 22.32 GB/sec (2× overdraw) | *** Bandwidth: 7.44 GB/sec (no overdraw) to 22.32 GB/sec (2× overdraw) | ||
** [[ROM]]: 24 MB [[EPROM]] | ** [[ROM]]: 24 MB [[EPROM]] | ||
+ | }} | ||
==List of Games== | ==List of Games== | ||
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===NAOMI 2 GD-ROM Games=== | ===NAOMI 2 GD-ROM Games=== | ||
+ | {{multicol| | ||
*''[[Beach Spikers]]'' (2001) | *''[[Beach Spikers]]'' (2001) | ||
*''[[Virtua Fighter 4]]'' (2001) | *''[[Virtua Fighter 4]]'' (2001) | ||
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*''[[Initial D: Arcade Stage 2]]'' (2003) | *''[[Initial D: Arcade Stage 2]]'' (2003) | ||
*''[[Initial D: Version 3]]'' (2004) | *''[[Initial D: Version 3]]'' (2004) | ||
+ | }} | ||
===NAOMI 2 Satellite Terminal Games=== | ===NAOMI 2 Satellite Terminal Games=== | ||
+ | {{multicol| | ||
*''[[World Club Champion Football Serie A 2001-2002]]'' (2002) | *''[[World Club Champion Football Serie A 2001-2002]]'' (2002) | ||
**''[[World Club Champion Football Serie A 2001-2002 Ver.2]]'' (2003) | **''[[World Club Champion Football Serie A 2001-2002 Ver.2]]'' (2003) | ||
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*''[[Mobile Suit Gundam 0079 Card Builder]]'' (2005) | *''[[Mobile Suit Gundam 0079 Card Builder]]'' (2005) | ||
*''[[Mobile Suit Gundam 0083 Card Builder]]'' (2007) | *''[[Mobile Suit Gundam 0083 Card Builder]]'' (2007) | ||
+ | }} | ||
{{Sega Arcade Boards}} | {{Sega Arcade Boards}} | ||
[[Category:Sega NAOMI]] | [[Category:Sega NAOMI]] |
Revision as of 14:15, 8 November 2015
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Sega NAOMI 2 | |||||
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Manufacturer: Sega | |||||
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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 rasterizer GPU at higher clock rates, adding a new powerful T&L GPU, and increasing the 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. It was also more affordable than the very expensive Sega Hikaru arcade system that preceded it.
As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.
Contents
Technical Specifications
NAOMI 2 Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz[1]
- Features: 2× 128-bit SIMD @ 400 MHz, 2× floating-point unit, graphic functions
- Performance: 1440 MIPS and 5.6 GFLOPS
- Geometric performance: 40 million polygons/sec (20 million per CPU) with lighting
- Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD matrix unit can be dedicated to game physics, artificial intelligence, collision detection, and overall game code[2]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz
- Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting[2]
- Vertex support: Combined dynamic and static model processing[2]
- Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [1]
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects[5]
- Textures per pass: 10[1]
- Floating-point performance: 7.5 GFLOPS[1]
- Geometric performance: 10 million textured polygons/sec with 6 light sources per polygon,[2] shadows, trilinear filtering and other effects
- Fillrates:
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz[1]
- Bits: 64-bit per GPU[1]
- Texture mapping: Bump mapping, mipmapping,[6] environment mapping, texture compression,[3] multi-texturing,[7] perspective correction,[4] normal maping (Dot3 bump mapping)
- Filtering: Point filtering,[4] bilinear filtering,[3] trilinear filtering, anisotropic filtering[4]
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),[4] full-scene anti-aliasing (FSAA)[7]
- Alpha blending: 256 levels of transparency,[4] multi-pass blending,[7] translucency sorting[7]
- Shading: Perspective-correct ARGB Gouraud shading,[7] shadows[4]
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[7] 256 fog effects,[4] per-pixel table fog,[7] per-pixel lighting[8]
- Polygons: Quad polygons, triangle polygons
- GMV (general modifier volumes):[4] Light beams, shadows, lasers, glowing suns[9]
- Geometric performance: 28 million textured polygons/sec (14 million per rasterizer GPU) with lighting, shadows and trilinear filtering
- Fillrate:
- Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
- Textures: 200 million tevels/sec (no overdraw) to 2 billion texels/sec (9× overdraw)
- Operating systems:
- Native operating system
- Custom Windows CE,[4] with DirectX 6.0, Direct3D and OpenGL support
- Memory: Up to 448.25 MB
- RAM: 168.25 MB[1][2]
- Main SDRAM: 32 MB (1.6 GB/sec)
- L2 cache: 256 KB
- Video RAM: 128 MB (3.2 GB/sec)
- Elan VRAM: 64 MB (1.6 GB/sec)
- Elan geometry VRAM: 32 MB
- Model data VRAM: 32 MB
- PowerVR2 SDRAM: 64 MB (1.6 GB/s)
- Elan VRAM: 64 MB (1.6 GB/sec)
- Sound SDRAM: 8 MB (200 MHz, 64-bit, 1.6 GB/sec)
- Bandwidth: 6.4 GB/sec (no overdraw) to 19.2 GB/sec (2× overdraw)
- ROM: Up to 280 MB (24 MB EPROM,[10] 256 MB Mask ROM)
- ROM access time: Under 100 nanoseconds
- High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.[11]
- RAM: 168.25 MB[1][2]
- Storage media: ROM board[2]
- Color depth: 32-bit ARGB,[4] 16,777,216 colors (24-bit color) with 8-bit (256 levels) alpha blending,[2] YUV and RGB color spaces, color key overlay[7]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[12] progressive scan
- Single monitor: 496×384 to 800×608 pixels[13]
- Dual monitor: 992×768 to 1600×608 pixels
- Geometric performance: 100 million polygons/sec (raw)[1]
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
NAOMI 2 GD-ROM Specifications
The NAOMI 2 GD-ROM specification has the following memory differences:[2]
List of Games
NAOMI 2 Games
- Jet Squadron (prototype) (2000)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Striker 3 (2001)
- Wild Riders (2001)
- Club Kart: European Session (2002)
- King of Route 66 (2002)
- Sega Driving Simulator (2002)
- Soul Surfer (2002)
- Club Kart Prize (2003)
NAOMI 2 GD-ROM Games
- Beach Spikers (2001)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Evolution Ver. B (2003)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. C (2002)
- Virtua Striker 3 (2001)
- Initial D: Arcade Stage (2002)
- Initial D: Arcade Stage 2 (2003)
- Initial D: Version 3 (2004)
NAOMI 2 Satellite Terminal Games
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