Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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| name=
 
| name=
 
| maker=[[Sega]]
 
| maker=[[Sega]]
| variants=
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| variants=[[Sega NAOMI 2 GD-ROM]], [[Sega NAOMI 2 Satellite Terminal]]
| add-ons=
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| add-ons=GD-ROM
| processor=
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| processor=[[SuperH|Hitachi SH-4]]
 
| releases={{releases
 
| releases={{releases
 
| arcade_date_world=2000
 
| arcade_date_world=2000
 
}}
 
}}
 
}}
 
}}
The '''Sega NAOMI 2''' is an [[List of Sega arcade systems|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 '''Sega NAOMI 2''' is an [[List of Sega arcade systems|arcade board]] developed by [[Sega]] and is a successor to [[Sega NAOMI]] hardware. It was originally released in 2000. Since it uses similar NAOMI architecture (but significantly beefed up), 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.
 
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.
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==Technical Specifications==
 
==Technical Specifications==
 
===NAOMI 2 Specifications===
 
===NAOMI 2 Specifications===
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
{{multicol|
 +
* 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 [[wikipedia:Instructions per second|MIPS]] and 5.6 GFLOPS
+
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]], 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations
*** 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 [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], artificial intelligence, [[wikipedia:Collision detection|collision detection]], overall game code, and/or further enhancing graphics. {{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]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz
 
** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
 
** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
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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 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:Vertex shader|Vertex support]]: Combined dynamic and static model processing{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [https://web.archive.org/web/20140703011849/www.imgtec.com/news/detail.asp?ID=239]
 
** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
 
** Textures per pass: 10{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** Floating-point performance: 7.5 GFLOPS{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** Geometric 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
 
** Fillrates:
 
*** Rendering fillrate: 2 billion pixels/sec{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
 
*** Texture fillrate: 1 billion [[wikipedia:Texel (graphics)|texels]]/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
 
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** [http://gaming.wikia.com/wiki/Instructions_per_second Bits]: 64-bit per GPU{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** Texture mapping: Bump mapping, mipmapping,{{ref|http://www.segatech.com/arcade/naomi1/index.html}} environment mapping, texture compression,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} multi-texturing,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} perspective correction,{{ref|http://segatech.com/technical/overview/index.html}} [[wikipedia:Normal mapping|normal maping]] (Dot3 bump mapping)
 
** Filtering: Point filtering,{{ref|http://segatech.com/technical/overview/index.html}} bilinear filtering,{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}} trilinear filtering, anisotropic filtering{{ref|http://segatech.com/technical/overview/index.html}}
 
** Anti-aliasing: Super-sampling anti-aliasing (SSAA),{{ref|http://segatech.com/technical/overview/index.html}} full-scene anti-aliasing (FSAA){{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
** Alpha blending: 256 levels of transparency,{{ref|http://segatech.com/technical/overview/index.html}} multi-pass blending,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} translucency sorting{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
** Shading: Perspective-correct ARGB Gouraud shading,{{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}} shadows{{ref|http://segatech.com/technical/overview/index.html}}
 
** 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,{{ref|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}}
 
** Polygons: [[wikipedia:Polygon mesh|Quad polygons]], [[wikipedia:Triangle mesh|triangle polygons]]
 
** GMV (general modifier volumes):{{ref|http://segatech.com/technical/overview/index.html}} Light beams, shadows, lasers, glowing suns{{ref|http://www.gamepilgrimage.com/DCPScompare.htm}}
 
** Geometric performance: 28 million textured polygons/sec (14 million per rasterizer GPU) with lighting, shadows and trilinear filtering
 
** [[wikipedia:Fillrate|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)
 
 
{{multicol|
 
 
* [[wikipedia:Operating system|Operating systems]]:
 
* [[wikipedia:Operating system|Operating systems]]:
 
**Sega native operating system
 
**Sega native operating system
 
**Custom [[Windows CE]],{{ref|http://segatech.com/technical/overview/index.html}} with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support
 
**Custom [[Windows CE]],{{ref|http://segatech.com/technical/overview/index.html}} with [[wikipedia:DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[wikipedia:OpenGL|OpenGL]] support
* Memory: Up to 448.25 MB
+
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
** [[RAM]]: 168.25 MB{{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
+
* Connection: JAMMA Video compliant
*** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (1.6 GB/sec)
+
}}
*** L2 cache: 256 KB
+
 
*** [[VRAM|Video RAM]]: 128 MB (3.2 GB/sec)
+
====Graphics====
**** Elan [[VRAM]]: 64 MB (1.6 GB/sec)
+
{{multicol|
***** Elan geometry VRAM: 32 MB
+
* Main T&L geometry GPU coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz
***** Model data VRAM: 32 MB
+
** [[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}}
**** PowerVR2 SDRAM: 64 MB (1.6 GB/s)
+
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
*** Sound SDRAM: 8 MB (200 MHz, 64-bit, 1.6 GB/sec)
+
** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling {{ref|1=https://web.archive.org/web/20140703011849/www.imgtec.com/news/detail.asp?ID=239}}
*** Bandwidth: 6.4 GB/sec (no overdraw) to 19.2 GB/sec (2× overdraw)
+
** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
** [[ROM]]: Up to 280 MB (24 MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 256 MB [[wikipedia:Mask ROM|Mask ROM]])
+
** Textures per pass: 10 {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
*** ROM access time: Under 100 [[wikipedia:Nanosecond|nanoseconds]]
+
** Floating-point performance: 7.5 GFLOPS {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
*** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
+
** Geometric 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
* Storage media: [[ROM]] board{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
+
** Fillrates:
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) 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}}
+
*** Rendering fillrate: 2 billion pixels/sec {{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}
 +
*** Texture fillrate: 1 billion [[wikipedia:Texel (graphics)|texels]]/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
 +
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 +
** Bus width: 128-bit (64-bit per GPU) {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 +
** RAMDAC: 230 MHz
 +
** Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.{{fileref|NAOMI 1998 Press Release JP.pdf}} See ''[[Sega NAOMI#Technical Specifications|Sega NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Sega Dreamcast Specifications]]'' for more details on PowerVR2 graphics system.
 +
** [[wikipedia:Render output unit|Rendering output units]]: 2 ROP units
 +
** Geometric performance:
 +
*** More than 40 million polygons/sec, with lighting (effective performance, including overdrawn and back-facing polygons)
 +
*** 28 million textured polygons/sec, with lighting, shadows and trilinear filtering (on-screen front-facing polygons)
 +
*** 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing (on-screen front-facing polygons)
 +
** Rendering [[wikipedia:Fillrate|fillrate]]:
 +
*** 6.4 billion pixels/sec, for purely opaque "punch through" polygons (64 pixels per clock cycle)
 +
*** 2 billion pixels/sec, for transparent polygons
 +
*** 2-6 billion pixels/sec, depending on opacity/translucency of polygons
 +
** Texture fillrate:
 +
*** 400 million [[wikipedia:Texel (graphics)|texels]]/sec, for front-facing textures drawn on screen
 +
*** 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
 +
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) 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
** Single monitor: 496×384 to 800×608 pixels{{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
+
** Single monitor: 496×384 to 800×608 pixels {{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
 
** Dual monitor: 992×768 to 1600×608 pixels
 
** Dual monitor: 992×768 to 1600×608 pixels
* Geometric performance: 100 million polygons/sec (raw){{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
* Geometric performance: 100 million polygons/sec (raw) {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
+
}}
* Connection: JAMMA Video compliant
+
 
 +
====Memory====
 +
{{multicol|
 +
* Overall memory: Up to 448.25 MB
 +
* [[RAM]]: 168.25 MB {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}{{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 +
** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (1.6 GB/sec)
 +
** L2 cache: 256 KB
 +
** [[VRAM|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)
 +
** 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]],{{ref|http://mamedb.com/game/clubkrte}} 256 MB [[wikipedia:Mask ROM|Mask ROM]])
 +
** ROM access time: Under 100 [[wikipedia:Nanosecond|nanoseconds]]
 +
** High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. {{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 +
* Storage media: [[ROM]] board {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
}}
 
}}
  
 
===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|
 
{{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
* Memory: 192.25 [[Byte|MB]] to 448.25 MB
+
* Memory: 192.25 [[Byte|MB]] to 448.25 MB
** [[RAM]]: 168.25 MB to 424.25 MB
+
** [[RAM]]: 168.25 MB to 424.25 MB
 
*** Main SDRAM: 32 MB
 
*** Main SDRAM: 32 MB
*** L2 cache: 256 KB
+
*** L2 cache: 256 KB
 
*** [[VRAM|Video RAM]]: 128 MB
 
*** [[VRAM|Video RAM]]: 128 MB
 
*** Sound SDRAM: 8 MB
 
*** Sound SDRAM: 8 MB
*** DIMM RAM: 256-512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 64-bit,{{ref|http://www.datasheets360.com/part/detail/m366s3323ct0-c7a/8765767561000035162/}} 1.04 GB/sec)
+
*** DIMM RAM: 256-512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 64-bit,{{ref|http://www.datasheets360.com/part/detail/m366s3323ct0-c7a/8765767561000035162/}} 1.04 GB/sec)
*** 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]]
 
}}
 
}}
  

Revision as of 01:14, 1 December 2015


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NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal
Add-ons: GD-ROM
Release Date RRP Code

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. Since it uses similar NAOMI architecture (but significantly beefed up), 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.

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

Graphics

  • 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 [6]
    • Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects [7]
    • 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:
      • Rendering fillrate: 2 billion pixels/sec [7]
      • Texture fillrate: 1 billion texels/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
  • Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz [2]
    • Bus width: 128-bit (64-bit per GPU) [2]
    • RAMDAC: 230 MHz
    • Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.[8] See Sega NAOMI Specifications and Sega Dreamcast Specifications for more details on PowerVR2 graphics system.
    • Rendering output units: 2 ROP units
    • Geometric performance:
      • More than 40 million polygons/sec, with lighting (effective performance, including overdrawn and back-facing polygons)
      • 28 million textured polygons/sec, with lighting, shadows and trilinear filtering (on-screen front-facing polygons)
      • 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing (on-screen front-facing polygons)
    • Rendering fillrate:
      • 6.4 billion pixels/sec, for purely opaque "punch through" polygons (64 pixels per clock cycle)
      • 2 billion pixels/sec, for transparent polygons
      • 2-6 billion pixels/sec, depending on opacity/translucency of polygons
    • Texture fillrate:
      • 400 million texels/sec, for front-facing textures drawn on screen
      • 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
  • 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 [9]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[10] progressive scan
    • Single monitor: 496×384 to 800×608 pixels [11]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Geometric performance: 100 million polygons/sec (raw) [2]

Memory

  • Overall 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)
    • 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,[12] 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. [13]
  • Storage media: ROM board [3]

NAOMI 2 GD-ROM Specifications

The NAOMI 2 GD-ROM specification has the following memory differences: [3]

  • Board composition: Motherboard + Daughter Board + DIMM Board
  • Storage media: GD-ROM drive
  • Memory: 192.25 MB to 448.25 MB
    • RAM: 168.25 MB to 424.25 MB
      • Main SDRAM: 32 MB
      • L2 cache: 256 KB
      • Video RAM: 128 MB
      • Sound SDRAM: 8 MB
      • DIMM RAM: 256-512 MB SDRAM (133 MHz,[14] 64-bit,[15] 1.04 GB/sec)
      • Bandwidth: 7.44 GB/sec (no overdraw) to 22.32 GB/sec (2× overdraw)
    • ROM: 24 MB EPROM

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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