Difference between revisions of "Sega NAOMI 2"
From Sega Retro
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==Development== | ==Development== | ||
− | + | [[wikipedia:Imagination Technologies|VideoLogic]]'s Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and [[Dreamcast]] console launched. {{ref|https://web.archive.org/web/19981206111041/www.techweb.com/wire/story/TWB19980923S0008}} | |
==Technical Specifications== | ==Technical Specifications== |
Revision as of 02:08, 16 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
Development
VideoLogic's Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and Dreamcast console launched. [1]
Technical Specifications
NAOMI 2 Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz[2]
- 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[3]
- 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[3]
- Vertex support: Combined dynamic and static model processing[3]
- 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[6]
- Textures per pass: 10[2]
- Floating-point performance: 7.5 GFLOPS[2]
- Geometric performance: 10 million textured polygons/sec with 6 light sources per polygon,[3] shadows, trilinear filtering and other effects
- Fillrates:
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz[2]
- Bits: 64-bit per GPU[2]
- Texture mapping: Bump mapping, mipmapping,[7] environment mapping, texture compression,[4] multi-texturing,[8] perspective correction,[5] normal maping (Dot3 bump mapping)
- Filtering: Point filtering,[5] bilinear filtering,[4] trilinear filtering, anisotropic filtering[5]
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),[5] full-scene anti-aliasing (FSAA)[8]
- Alpha blending: 256 levels of transparency,[5] multi-pass blending,[8] translucency sorting[8]
- Shading: Perspective-correct ARGB Gouraud shading,[8] shadows[5]
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[8] 256 fog effects,[5] per-pixel table fog,[8] per-pixel lighting[9]
- Polygons: Quad polygons, triangle polygons
- GMV (general modifier volumes):[5] Light beams, shadows, lasers, glowing suns[10]
- 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:
- Sega native operating system
- Custom Windows CE,[5] with DirectX 6.0, Direct3D and OpenGL support
- Memory: Up to 448.25 MB
- RAM: 168.25 MB[2][3]
- 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,[11] 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.[12]
- RAM: 168.25 MB[2][3]
- Storage media: ROM board[3]
- Color depth: 32-bit ARGB,[5] 16,777,216 colors (24-bit color) with 8-bit (256 levels) alpha blending,[3] YUV and RGB color spaces, color key overlay[8]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[13] progressive scan
- Single monitor: 496×384 to 800×608 pixels[14]
- Dual monitor: 992×768 to 1600×608 pixels
- Geometric performance: 100 million polygons/sec (raw)[2]
- 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:[3]
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
Sega arcade boards |
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Originating in arcades |
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Console-based hardware |
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PC-based hardware |
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