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}}
+
[[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 NEC Introduces PowerVR 3-D Engine (09/23/98)]}}
  
 
==Technical Specifications==
 
==Technical Specifications==
 
===NAOMI 2 Specifications===
 
===NAOMI 2 Specifications===
 
{{multicol|
 
{{multicol|
* Main CPU: 2× [[SuperH|Hitachi SH‑4]] @ [http://www.ign.com/boards/threads/noami-2-future.6157195/ 400 MHz] {{fileref|SH-4 Software Manual.pdf}}
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* Main CPU: 2× [[SuperH|Hitachi SH‑4]] @ 400 MHz {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}{{fileref|SH-4 Software Manual.pdf}}
 
** Units: 2× [[wikipedia:128-bit|128‑bit]] [[wikipedia:SIMD|SIMD]] vector units with graphic functions, 2× 64‑bit [[wikipedia:Floating-point unit|floating‑point units]], 2× 32‑bit fixed‑point units
 
** Units: 2× [[wikipedia:128-bit|128‑bit]] [[wikipedia:SIMD|SIMD]] vector units with graphic functions, 2× 64‑bit [[wikipedia:Floating-point unit|floating‑point units]], 2× 32‑bit fixed‑point units
 
** Bus width: 256‑bit <small>(2×&nbsp;128‑bit)</small> internal, 128‑bit <small>(2×&nbsp;64‑bit)</small> external
 
** Bus width: 256‑bit <small>(2×&nbsp;128‑bit)</small> internal, 128‑bit <small>(2×&nbsp;64‑bit)</small> external
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** SH‑4 floating‑point performance: 5.6&nbsp;[[wikipedia:FLOPS|GFLOPS]] <small>(7&nbsp;MFLOPS per 16&nbsp;MB/s)</small>
 
** SH‑4 floating‑point performance: 5.6&nbsp;[[wikipedia:FLOPS|GFLOPS]] <small>(7&nbsp;MFLOPS per 16&nbsp;MB/s)</small>
 
** Geometry performance: More than 40&nbsp;million polygons/sec, with lighting calculations <small>(140&nbsp;FLOPS per polygon)</small>
 
** Geometry performance: More than 40&nbsp;million polygons/sec, with lighting calculations <small>(140&nbsp;FLOPS per polygon)</small>
** 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, or further enhancing graphics. CPU load is reduced by 90% with Elan. {{ref|https://imgtec.com/news/press-release/sega-announces-naomi2-next-generation-arcade-systems-using-imagination-technologies-powervr-graphics-architecture/}}
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** 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, or further enhancing graphics. CPU load is reduced by 90% with Elan. {{ref|[https://imgtec.com/news/press-release/sega-announces-naomi2-next-generation-arcade-systems-using-imagination-technologies-powervr-graphics-architecture/ Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture (21 September 2000)]}}
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
 
** Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45&nbsp;MHz
 
** Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45&nbsp;MHz
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** [[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]]
 
** [[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]]
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing
** 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}}
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** Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling {{ref|[https://imgtec.com/news/press-release/sega-announces-naomi2-next-generation-arcade-systems-using-imagination-technologies-powervr-graphics-architecture/ Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture (21 September 2000)]}}
** Elan floating‑point performance: [http://www.ign.com/boards/threads/noami-2-future.6157195/ 7.5&nbsp;GFLOPS]
+
** Elan floating‑point performance: 7.5&nbsp;GFLOPS {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
** Geometry performance: 10&nbsp;million polygons/sec with 6 light sources <small>(750&nbsp;FLOPS per polygon)</small>
 
** Geometry performance: 10&nbsp;million polygons/sec with 6 light sources <small>(750&nbsp;FLOPS per polygon)</small>
* GPU rasterizers: 2× [[NEC]]‑VideoLogic PowerVR2 (PVR2DC/CLX2/Holly) @ [http://www.ign.com/boards/threads/noami-2-future.6157195/ 200&nbsp;MHz]
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* GPU rasterizers: 2× [[NEC]]‑VideoLogic PowerVR2 (PVR2DC/CLX2/Holly) @ 200&nbsp;MHz {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
** Bus width: 128‑bit <small>(2×&nbsp;64‑bit)</small>
 
** Bus width: 128‑bit <small>(2×&nbsp;64‑bit)</small>
 
** Cores: Tile Accelerator (TA), Image Synthesis Processor (ISP), Texture & Shading Processor (TSP), RAMDAC
 
** Cores: Tile Accelerator (TA), Image Synthesis Processor (ISP), Texture & Shading Processor (TSP), RAMDAC
 
** RAMDAC: 230&nbsp;MHz
 
** RAMDAC: 230&nbsp;MHz
** Effects: [[wikipedia:Bump mapping|Bump mapping]], multi‑texturing, fog, alpha blending, mipmapping, bilinear filtering, trilinear filtering, anti‑aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects,{{ref|http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed}}{{fileref|NAOMI 1998 Press Release JP.pdf}} [[wikipedia:Normal mapping|normal mapping]]
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** Effects: [[wikipedia:Bump mapping|Bump mapping]], multi‑texturing, fog, alpha blending, mipmapping, bilinear filtering, trilinear filtering, anti‑aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects,{{ref|[http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed JAMMA 2000: NAOMI 2 Revealed (20 September 2000)]}}{{fileref|NAOMI 1998 Press Release JP.pdf}} [[wikipedia:Normal mapping|normal mapping]]
 
** Features: [[wikipedia:Tiled rendering|Tiled rendering]], [[wikipedia:Deferred shading|deferred rendering]], [[wikipedia:Back-face culling|back‑face culling]], [[wikipedia:Hidden surface determination|hidden surface removal]]
 
** Features: [[wikipedia:Tiled rendering|Tiled rendering]], [[wikipedia:Deferred shading|deferred rendering]], [[wikipedia:Back-face culling|back‑face culling]], [[wikipedia:Hidden surface determination|hidden surface removal]]
 
** Defails: See ''[[Sega NAOMI#Technical Specifications|NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Dreamcast Specifications]]'' for more details on PowerVR2 graphics system.
 
** Defails: See ''[[Sega NAOMI#Technical Specifications|NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Dreamcast Specifications]]'' for more details on PowerVR2 graphics system.
* GPU rasterization [[wikipedia:Programmable logic device|PLD]]: 4&nbsp;PLD, 49&nbsp;units, 656‑bit internal, 224‑bit external, 125&nbsp;MHz, 9.25&nbsp;GB/s {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
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* GPU rasterization [[wikipedia:Programmable logic device|PLD]]: 4&nbsp;PLD, 49&nbsp;units, 656‑bit internal, 224‑bit external, 125&nbsp;MHz, 9.25&nbsp;GB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}
 
** Altera FLEX EPF8452AQC160‑3 [[wikipedia:Field-programmable gate array|FPGA]] @ 125&nbsp;MHz: 42&nbsp;units, 336‑bit <small>(42×&nbsp;8‑bit)</small> internal, 120‑bit external,{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/dsf8k.pdf}} 5.3&nbsp;GB/s
 
** Altera FLEX EPF8452AQC160‑3 [[wikipedia:Field-programmable gate array|FPGA]] @ 125&nbsp;MHz: 42&nbsp;units, 336‑bit <small>(42×&nbsp;8‑bit)</small> internal, 120‑bit external,{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/dsf8k.pdf}} 5.3&nbsp;GB/s
 
** Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6&nbsp;MHz: 8‑bit,{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}} 6&nbsp;MB/s
 
** Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6&nbsp;MHz: 8‑bit,{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}} 6&nbsp;MB/s
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* GPU [[wikipedia:Digital-to-analog converter|DAC]]: 2× [[wikipedia:Rohm|Rohm]] BU1426KS @ 35.4695&nbsp;MHz {{ref|http://media.digikey.com/pdf/Data%20Sheets/Rohm%20PDFs/BU1425AK.pdf}}
 
* GPU [[wikipedia:Digital-to-analog converter|DAC]]: 2× [[wikipedia:Rohm|Rohm]] BU1426KS @ 35.4695&nbsp;MHz {{ref|http://media.digikey.com/pdf/Data%20Sheets/Rohm%20PDFs/BU1425AK.pdf}}
 
** Bus width: 48‑bit <small>(2×&nbsp;24‑bit)</small>
 
** Bus width: 48‑bit <small>(2×&nbsp;24‑bit)</small>
* Color depth: 32‑bit ARGB, 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, 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}}
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* Color depth: 32‑bit ARGB, 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, 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 Neon 250 Specs & Features]}}
 
* Display [[resolution]]: 31&nbsp;kHz horizontal sync, 60&nbsp;Hz refresh rate, [[JAMMA Show|JAMMA]]/[[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
 
* Display [[resolution]]: 31&nbsp;kHz horizontal sync, 60&nbsp;Hz refresh rate, [[JAMMA Show|JAMMA]]/[[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
** Single monitor: 496×384 to 800×608 [[pixel]]s {{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
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** Single monitor: 496×384 to 800×608 [[pixel]]s {{ref|[http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html Dreamcast Video (KallistiOS)]}}
 
** Dual monitor: 992×768 to 1600×608 pixels
 
** Dual monitor: 992×768 to 1600×608 pixels
 
* Geometry pipeline:
 
* Geometry pipeline:
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* Rendering [[fillrate]]:
 
* Rendering [[fillrate]]:
 
** 8&nbsp;[[Pixel|GPixels/s]]: Opaque polygons
 
** 8&nbsp;[[Pixel|GPixels/s]]: Opaque polygons
** [http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed 2&nbsp;GPixels/s]: Translucent polygons
+
** 2&nbsp;GPixels/s: Translucent polygons {{ref|[http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed JAMMA 2000: NAOMI 2 Revealed (20 September 2000)]}}
 
** 2–8 GPixels/s, depending on opacity/translucency of polygons
 
** 2–8 GPixels/s, depending on opacity/translucency of polygons
 
* Texturing performance:
 
* Texturing performance:
 
** Texture fillrate: 2&nbsp;[[Texel|GTexels/s]]
 
** Texture fillrate: 2&nbsp;[[Texel|GTexels/s]]
** [http://www.ign.com/boards/threads/noami-2-future.6157195/ Textures per pass]: 10 texture layers
+
** Textures per pass: 10 texture layers {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
* Vertex performance: 218&nbsp;million vertices/sec <small>(60&nbsp;FLOPS per vertex)</small> {{ref|1=https://books.google.co.uk/books?id=-4ngT05gmAQC&pg=PA868}}
+
* Vertex performance: 218&nbsp;million vertices/sec <small>(60&nbsp;FLOPS per vertex)</small> {{ref|1=[https://books.google.co.uk/books?id=-4ngT05gmAQC&pg=PA868 Computer Graphics: Principles and Practice (Page 868)]}}
* Polygon performance: [http://www.ign.com/boards/threads/noami-2-future.6157195/ 100&nbsp;million] polygons/sec <small>(130&nbsp;FLOPS per polygon)</small>
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* Polygon performance: 100&nbsp;million polygons/sec <small>(130&nbsp;FLOPS per polygon)</small> {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
* Polygon lighting performance:
 
* Polygon lighting performance:
 
** 94&nbsp;million polygons/sec: 1&nbsp;light <small>(140&nbsp;FLOPS per polygon)</small>
 
** 94&nbsp;million polygons/sec: 1&nbsp;light <small>(140&nbsp;FLOPS per polygon)</small>
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* Memory: 304–584 MB <small>(136&nbsp;MB RAM, 168–448 MB ROM)</small>
 
* Memory: 304–584 MB <small>(136&nbsp;MB RAM, 168–448 MB ROM)</small>
 
** Video memory: 240–352 MB <small>(96&nbsp;MB RAM, 144–256&nbsp;MB ROM)</small>
 
** Video memory: 240–352 MB <small>(96&nbsp;MB RAM, 144–256&nbsp;MB ROM)</small>
* System [[RAM]]: 136&nbsp;MB {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
+
* System [[RAM]]: 136&nbsp;MB {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}
 
** Main RAM: 32&nbsp;MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
** Main RAM: 32&nbsp;MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
** [[VRAM]]: 96&nbsp;MB
 
** [[VRAM]]: 96&nbsp;MB
 
*** Elan: 32&nbsp;MB SDRAM (geometry/model data)
 
*** Elan: 32&nbsp;MB SDRAM (geometry/model data)
 
*** PowerVR2: 64&nbsp;MB SDRAM <small>(2×&nbsp;32&nbsp;MB)</small>
 
*** PowerVR2: 64&nbsp;MB SDRAM <small>(2×&nbsp;32&nbsp;MB)</small>
*** FPGA Configuration: 8&nbsp;KB [[SRAM]] {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}}
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*** FPGA Configuration: 8&nbsp;KB [[SRAM]] {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}{{ref|https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf}}
 
** Sound RAM: 8&nbsp;MB
 
** Sound RAM: 8&nbsp;MB
 
** Backup [[SRAM]]: 32&nbsp;KB {{fileref|HM62256B datasheet.pdf}}
 
** Backup [[SRAM]]: 32&nbsp;KB {{fileref|HM62256B datasheet.pdf}}
* System [[ROM]]: 2048.25&nbsp;KB <small>(2&nbsp;MB [[BIOS]] [[EPROM]], 256&nbsp;bytes [[EPROM|EEPROM]])</small> {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
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* System [[ROM]]: 2048.25&nbsp;KB <small>(2&nbsp;MB [[BIOS]] [[EPROM]], 256&nbsp;bytes [[EPROM|EEPROM]])</small> {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}
 
* [[Cartridge]] ROM: 168–448 MB
 
* [[Cartridge]] ROM: 168–448 MB
 
** 2000 format: 168–280 MB (24&nbsp;MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]])
 
** 2000 format: 168–280 MB (24&nbsp;MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]])
 
** 2005 format: Up to 448 MB (128–448&nbsp;MB FlashROM, 0–40&nbsp;MB EPROM, 128&nbsp;KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}}
 
** 2005 format: Up to 448 MB (128–448&nbsp;MB FlashROM, 0–40&nbsp;MB EPROM, 128&nbsp;KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}}
* [http://www.ign.com/boards/threads/noami-2-future.6157195/ L2 cache]: 256&nbsp;KB
+
* L2 cache: 256&nbsp;KB {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
}}
 
}}
  
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* RAM/ROM memory bandwidth: 16.1&nbsp;GB/s <small>(15.1&nbsp;GB/s system, 1&nbsp;GB/s cartridge)</small>
 
* RAM/ROM memory bandwidth: 16.1&nbsp;GB/s <small>(15.1&nbsp;GB/s system, 1&nbsp;GB/s cartridge)</small>
 
** Video memory: 14.01&nbsp;GB/s <small>(13.01&nbsp;GB/s VRAM, 900&nbsp;MB/s ROM)</small>
 
** Video memory: 14.01&nbsp;GB/s <small>(13.01&nbsp;GB/s VRAM, 900&nbsp;MB/s ROM)</small>
* System RAM bandwidth: 15&nbsp;GB/s {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
+
* System RAM bandwidth: 15&nbsp;GB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}
 
** Main RAM: 1.6&nbsp;GB/s <small>(128‑bit, 100&nbsp;MHz)</small> {{fileref|HM5264 datasheet.pdf}}
 
** Main RAM: 1.6&nbsp;GB/s <small>(128‑bit, 100&nbsp;MHz)</small> {{fileref|HM5264 datasheet.pdf}}
 
** VRAM: 13.01&nbsp;GB/s <small>(648‑bit)</small>
 
** VRAM: 13.01&nbsp;GB/s <small>(648‑bit)</small>
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** Sound RAM: 132&nbsp;MB/s <small>(16‑bit, 66&nbsp;MHz)</small>
 
** Sound RAM: 132&nbsp;MB/s <small>(16‑bit, 66&nbsp;MHz)</small>
 
** Backup SRAM: 44&nbsp;MB/s <small>(16‑bit, 22&nbsp;MHz)</small> {{fileref|HM62256B datasheet.pdf}}
 
** Backup SRAM: 44&nbsp;MB/s <small>(16‑bit, 22&nbsp;MHz)</small> {{fileref|HM62256B datasheet.pdf}}
* System ROM bandwidth: 88&nbsp;MB/s {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
+
* System ROM bandwidth: 88&nbsp;MB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}
** BIOS EPROM: 80&nbsp;MB/s <small>(16‑bit, 40&nbsp;MHz)</small> {{ref|http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf}}{{fileref|http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf}}
+
** BIOS EPROM: 80&nbsp;MB/s <small>(16‑bit, 40&nbsp;MHz)</small> {{ref|http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf}}{{ref|http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf}}
 
** EEPROM: 8&nbsp;MB/s <small>(2×&nbsp;16‑bit, 2&nbsp;MHz)</small> {{fileref|AT93C46 datasheet.pdf}}
 
** EEPROM: 8&nbsp;MB/s <small>(2×&nbsp;16‑bit, 2&nbsp;MHz)</small> {{fileref|AT93C46 datasheet.pdf}}
 
* Cartridge ROM bandwidth: 900&nbsp;MB/s <small>(50&nbsp;MHz)</small> {{fileref|S29GL-N datasheet.pdf}}
 
* Cartridge ROM bandwidth: 900&nbsp;MB/s <small>(50&nbsp;MHz)</small> {{fileref|S29GL-N datasheet.pdf}}
** Note: 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}}
+
** Note: 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 Hideki Sato Sega Inteview (Edge)]}}
 
* Cartridge RAM bandwidth: 100 MB/s <small>(16‑bit, 50&nbsp;MHz)</small>
 
* Cartridge RAM bandwidth: 100 MB/s <small>(16‑bit, 50&nbsp;MHz)</small>
 
}}
 
}}
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** [[VRAM]]: 96&nbsp;MB
 
** [[VRAM]]: 96&nbsp;MB
 
** Sound RAM: 8&nbsp;MB
 
** Sound RAM: 8&nbsp;MB
** DIMM RAM: 256–512 MB {{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}}
+
** DIMM RAM: 256–512 MB {{ref|[http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM Sega Naomi DIMM board and GD-ROM]}}
 
* L2 cache: 256&nbsp;KB
 
* L2 cache: 256&nbsp;KB
 
* [[ROM]]: 26&nbsp;MB
 
* [[ROM]]: 26&nbsp;MB
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** Sound RAM: 132&nbsp;MB/s
 
** Sound RAM: 132&nbsp;MB/s
 
** SRAM: 44&nbsp;MB/s
 
** SRAM: 44&nbsp;MB/s
** DIMM RAM: 1.1–2.13 GB/s (1/2×&nbsp;64‑bit, 133&nbsp;MHz) {{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}}{{fileref|M366S3323CT0 datasheet.pdf}}
+
** DIMM RAM: 1.1–2.13 GB/s (1/2×&nbsp;64‑bit, 133&nbsp;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}}
 
}}
 
}}
  

Revision as of 00:20, 8 January 2016


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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 significantly more powerful than the NAOMI, including a dual CPU setup, new T&L GPU, dual rasterizer GPU, increased memory, and faster clock rates and bandwidth. 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. It was Sega's last proprietary arcade system board; subsequent Sega arcade boards have been based on console and PC hardware.

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][3]
    • Units: 2× 128‑bit SIMD vector units with graphic functions, 2× 64‑bit floating‑point units, 2× 32‑bit fixed‑point units
    • Bus width: 256‑bit (2× 128‑bit) internal, 128‑bit (2× 64‑bit) external
    • Bandwidth: 13 GB/s internal, 6.4 GB/s external
    • Fixed‑point performance: 1440 MIPS
    • SH‑4 floating‑point performance: 5.6 GFLOPS (7 MFLOPS per 16 MB/s)
    • Geometry performance: More than 40 million polygons/sec, with lighting calculations (140 FLOPS per polygon)
    • 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, overall game code, or further enhancing graphics. CPU load is reduced by 90% with Elan. [4]
  • Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
    • Internal CPU: 32‑bit ARM7 RISC CPU @ 45 MHz
    • CPU performance: 17 MIPS
    • PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 128 channels
    • Other features: DSP, sound synthesizer
  • Operating systems:
  • Storage media: ROM cartridge
  • Extensions: communication, 4‑channel surround sound, PCI, MIDI, RS‑232C
  • Connection: JAMMA Video compliant

Graphics

  • GPU: 11 core processors (Elan, 2× SH‑4 SIMD, 2× PowerVR2, 4 PLD, 2 DAC)
    • Core units: 62 units (Elan, 2× SH‑4 SIMD, 8 PowerVR2 cores, 49 PLD units, 2 DAC)
    • Bus width: 1344‑bit internal, 648‑bit external
    • Clock rate: 200 MHz
    • Clock cycles: 6.5 billion cycles/sec (3× 200 MHz, 42× 125 MHz, 6 MHz, 2× 103.1 MHz, 4× 100 MHz)
  • GPU T&L geometry coprocessor: VideoLogic Elan @ 200 MHz
    • Bus width: 512‑bit (4× 128‑bit) [5]
    • Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting
    • Vertex support: Combined dynamic and static model processing
    • Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [4]
    • Elan floating‑point performance: 7.5 GFLOPS [2]
    • Geometry performance: 10 million polygons/sec with 6 light sources (750 FLOPS per polygon)
  • GPU rasterizers: 2× NEC‑VideoLogic PowerVR2 (PVR2DC/CLX2/Holly) @ 200 MHz [2]
  • GPU rasterization PLD: 4 PLD, 49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 GB/s [8]
    • Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz: 42 units, 336‑bit (42× 8‑bit) internal, 120‑bit external,[9] 5.3 GB/s
    • Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz: 8‑bit,[10] 6 MB/s
    • Sega 315‑6268 (Altera EPM7032AELC44‑10) CPLD @ 103.1 MHz: 2 units, 104‑bit (2× 52‑bit) internal, 32‑bit (2× 16‑bit) external,[11] 1.3403 GB/s
    • Sega 315‑6269 (Altera MAX EPM7064AETC100‑10) CPLD @ 100 MHz: 4 units, 208‑bit (4× 52‑bit) internal, 64‑bit (4× 16‑bit) external,[11] 2.6 GB/s
  • GPU DAC: 2× Rohm BU1426KS @ 35.4695 MHz [12]
    • Bus width: 48‑bit (2× 24‑bit)
  • Color depth: 32‑bit ARGB, 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color spaces, color key overlay [13]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, JAMMA/VGA,[14] progressive scan
    • Single monitor: 496×384 to 800×608 pixels [15]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Geometry pipeline:
    • Geometry bandwidth: 26 GB/s (13 GB/s Elan, 13 GB/s SH‑4 SIMD)
    • Floating‑point performance: 13.1 GFLOPS (7.5 GFLOPS Elan, 5.6 GFLOPS SH‑4 SIMD)
  • Rasterization pipeline:
    • Render/Shader units: 55 units (6 PowerVR2 cores, 49 PLD units)
    • Rendering bandwidth: 12.5 GB/s (3.2 GB/s PowerVR2, 9.25 GB/s FPGA units)
    • Raster operations: 3.13 billion 32‑bit operations/sec, 6.3 billion 16‑bit operations/sec, 12.5 billion 8‑bit operations/sec
  • Rendering fillrate:
    • GPixels/s: Opaque polygons
    • 2 GPixels/s: Translucent polygons [6]
    • 2–8 GPixels/s, depending on opacity/translucency of polygons
  • Texturing performance:
    • Texture fillrate: 2 GTexels/s
    • Textures per pass: 10 texture layers [2]
  • Vertex performance: 218 million vertices/sec (60 FLOPS per vertex) [16]
  • Polygon performance: 100 million polygons/sec (130 FLOPS per polygon) [2]
  • Polygon lighting performance:
    • 94 million polygons/sec: 1 light (140 FLOPS per polygon)
    • 50 million polygons/sec: 2 lights (262 FLOPS per polygon)
    • 17 million polygons/sec: 6 lights (750 FLOPS per polygon)
    • 7 million polygons/sec: 16 lights (1.97 kFLOPS per polygon)
  • Polygon texturing performance: [17]
    • 88 million polygons/sec: 1 light, 1 texture layer (149 FLOPS per polygon)
    • 43 million polygons/sec: 2 lights, 2 texture layers (306 FLOPS per polygon)
    • 15 million polygons/sec: 6 lights, 6 texture layers (882 FLOPS per polygon)
    • 6 million polygons/sec: 16 lights, 10 texture layers (2.19 kFLOPS per polygon)

Memory

  • Memory: 304–584 MB (136 MB RAM, 168–448 MB ROM)
    • Video memory: 240–352 MB (96 MB RAM, 144–256 MB ROM)
  • System RAM: 136 MB [8]
    • Main RAM: 32 MB SDRAM
    • VRAM: 96 MB
      • Elan: 32 MB SDRAM (geometry/model data)
      • PowerVR2: 64 MB SDRAM (2× 32 MB)
      • FPGA Configuration: 8 KB SRAM [8][10]
    • Sound RAM: 8 MB
    • Backup SRAM: 32 KB [18]
  • System ROM: 2048.25 KB (2 MB BIOS EPROM, 256 bytes EEPROM) [8]
  • Cartridge ROM: 168–448 MB
    • 2000 format: 168–280 MB (24 MB EPROM,[19] 144–256 MB FlashROM/MROM)
    • 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM)[20]
  • L2 cache: 256 KB [2]

Bandwidth

  • Internal processor bandwidth: 39.3 GB/s
    • SH4 cache: 13 GB/s (256‑bit, 400 MHz)
    • GPU: 26 GB/s (1344‑bit, 200 MHz)
      • Elan: 13 GB/s (512‑bit, 200 MHz)
      • PowerVR2: 3.2 GB/s (128‑bit, 200 MHz)
      • PLD: 9.3 GB/s (656‑bit, 125 MHz)
      • DAC: 213 MB/s (48‑bit, 35.4695 MHz)
    • AICA: 256 MB/s (32‑bit, 67 MHz)
  • RAM/ROM memory bandwidth: 16.1 GB/s (15.1 GB/s system, 1 GB/s cartridge)
    • Video memory: 14.01 GB/s (13.01 GB/s VRAM, 900 MB/s ROM)
  • System RAM bandwidth: 15 GB/s [8]
    • Main RAM: 1.6 GB/s (128‑bit, 100 MHz) [21]
    • VRAM: 13.01 GB/s (648‑bit)
      • Elan: 11 GB/s (512‑bit, 166 MHz) [5]
      • PowerVR2: 2 GB/s (128‑bit, 125 MHz) [22]
      • FPGA Configuration: 6 MB/s (8‑bit, 6 MHz) [10]
    • Sound RAM: 132 MB/s (16‑bit, 66 MHz)
    • Backup SRAM: 44 MB/s (16‑bit, 22 MHz) [18]
  • System ROM bandwidth: 88 MB/s [8]
    • BIOS EPROM: 80 MB/s (16‑bit, 40 MHz) [23][24]
    • EEPROM: 8 MB/s (2× 16‑bit, 2 MHz) [25]
  • Cartridge ROM bandwidth: 900 MB/s (50 MHz) [26]
    • Note: High‑speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [27]
  • Cartridge RAM bandwidth: 100 MB/s (16‑bit, 50 MHz)

NAOMI 2 GD-ROM Specifications

The NAOMI GD‑ROM, released in 2001, 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. The NAOMI 2 GD‑ROM specification includes the following differences:

  • Board composition: Motherboard + Daughter Board + DIMM Board
  • Storage media: GD‑ROM drive
    • GD‑ROM transfer rate: 1.8 MB/s (1800 KB/sec)

Memory

  • RAM: 392–648 MB (SDRAM)
    • Main RAM: 32 MB
    • VRAM: 96 MB
    • Sound RAM: 8 MB
    • DIMM RAM: 256–512 MB [28]
  • L2 cache: 256 KB
  • ROM: 26 MB
    • System ROM: 2048.25 KB (24 MB BIOS EPROM, 256 bytes EEPROM)
    • DIMM ROM: 24 MB (EPROM)

Bandwidth

  • RAM bandwidth: 16–17 GB/s
    • Main RAM: 1.6 GB/s
    • VRAM: 13.01 GB/s
    • Sound RAM: 132 MB/s
    • SRAM: 44 MB/s
    • DIMM RAM: 1.1–2.13 GB/s (1/2× 64‑bit, 133 MHz) [28][29]

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games

References

  1. NEC Introduces PowerVR 3-D Engine (09/23/98) (Wayback Machine: 1998-12-06 11:10)
  2. 2.0 2.1 2.2 2.3 2.4 2.5 NAOMI 2 Specifications (May 31, 2001)
  3. File:SH-4 Software Manual.pdf
  4. 4.0 4.1 Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture (21 September 2000)
  5. 5.0 5.1 http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf
  6. 6.0 6.1 JAMMA 2000: NAOMI 2 Revealed (20 September 2000)
  7. File:NAOMI 1998 Press Release JP.pdf
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Sega NAOMI / NAOMI 2 (MAME)
  9. https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/dsf8k.pdf
  10. 10.0 10.1 10.2 https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/hb/cfg/cfg_cf52004.pdf
  11. 11.0 11.1 https://www.altera.com/content/dam/altera-www/global/en_US/pdfs/literature/ds/m7000a.pdf
  12. http://media.digikey.com/pdf/Data%20Sheets/Rohm%20PDFs/BU1425AK.pdf
  13. Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
  14. http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal
  15. Dreamcast Video (KallistiOS)
  16. Computer Graphics: Principles and Practice (Page 868)
  17. http://www.segatech.com/gamecube/overview/
  18. 18.0 18.1 File:HM62256B datasheet.pdf
  19. http://mamedb.com/game/clubkrte
  20. File:XCF01S datasheet.pdf
  21. File:HM5264 datasheet.pdf
  22. File:HY57V161610D datasheet.pdf
  23. http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf
  24. http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf
  25. File:AT93C46 datasheet.pdf
  26. File:S29GL-N datasheet.pdf
  27. Hideki Sato Sega Inteview (Edge)
  28. 28.0 28.1 Sega Naomi DIMM board and GD-ROM
  29. File:M366S3323CT0 datasheet.pdf


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