Difference between revisions of "Sega NAOMI 2"
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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 NEC Introduces PowerVR 3-D Engine (09/23/98)]}} | + | [[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]] @ 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}} | + | * 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× 128‑bit)</small> internal, 128‑bit <small>(2× 64‑bit)</small> external | ** Bus width: 256‑bit <small>(2× 128‑bit)</small> internal, 128‑bit <small>(2× 64‑bit)</small> external | ||
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** SH‑4 floating‑point performance: 5.6 [[wikipedia:FLOPS|GFLOPS]] <small>(7 MFLOPS per 16 MB/s)</small> | ** SH‑4 floating‑point performance: 5.6 [[wikipedia:FLOPS|GFLOPS]] <small>(7 MFLOPS per 16 MB/s)</small> | ||
** Geometry performance: More than 40 million polygons/sec, with lighting calculations <small>(140 FLOPS per polygon)</small> | ** Geometry performance: More than 40 million polygons/sec, with lighting calculations <small>(140 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/ Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture (21 September 2000)]}} | + | ** 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 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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** [[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|[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)]}} | + | ** 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: 7.5 GFLOPS {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} | + | ** Elan floating‑point performance: 7.5 GFLOPS{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} |
** Geometry performance: 10 million polygons/sec with 6 light sources <small>(750 FLOPS per polygon)</small> | ** Geometry performance: 10 million polygons/sec with 6 light sources <small>(750 FLOPS per polygon)</small> | ||
− | * GPU rasterizers: 2× [[NEC]]‑VideoLogic PowerVR2 (PVR2DC/CLX2/Holly) @ 200 MHz {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} | + | * GPU rasterizers: 2× [[NEC]]‑VideoLogic PowerVR2 (PVR2DC/CLX2/Holly) @ 200 MHz{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} |
** Bus width: 128‑bit <small>(2× 64‑bit)</small> | ** Bus width: 128‑bit <small>(2× 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 | ||
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** 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 PLD, 49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 GB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} | + | * GPU rasterization [[wikipedia:Programmable logic device|PLD]]: 4 PLD, 49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 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 MHz: 42 units, 336‑bit <small>(42× 8‑bit)</small> internal, 120‑bit external,{{fileref|EPF8452A datasheet.pdf}} 5.3 GB/s | ** Altera FLEX EPF8452AQC160‑3 [[wikipedia:Field-programmable gate array|FPGA]] @ 125 MHz: 42 units, 336‑bit <small>(42× 8‑bit)</small> internal, 120‑bit external,{{fileref|EPF8452A datasheet.pdf}} 5.3 GB/s | ||
** Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz: 8‑bit,{{fileref|EPC1064 datasheet.pdf}} 6 MB/s | ** Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz: 8‑bit,{{fileref|EPC1064 datasheet.pdf}} 6 MB/s | ||
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* GPU [[wikipedia:Digital-to-analog converter|DAC]]: 2× [[wikipedia:Rohm|Rohm]] BU1426KS @ 35.4695 MHz {{fileref|BU142 datasheet.pdf}} | * GPU [[wikipedia:Digital-to-analog converter|DAC]]: 2× [[wikipedia:Rohm|Rohm]] BU1426KS @ 35.4695 MHz {{fileref|BU142 datasheet.pdf}} | ||
** Bus width: 48‑bit <small>(2× 24‑bit)</small> | ** Bus width: 48‑bit <small>(2× 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 Neon 250 Specs & Features]}} | + | * 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 kHz horizontal sync, 60 Hz refresh rate, [[JAMMA Show|JAMMA]]/[[Dreamcast VGA Adapter|VGA]],{{ref|[http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal Sega Naomi Universal]}} progressive scan | * Display [[resolution]]: 31 kHz horizontal sync, 60 Hz refresh rate, [[JAMMA Show|JAMMA]]/[[Dreamcast VGA Adapter|VGA]],{{ref|[http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal 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 Dreamcast Video (KallistiOS)]}} | + | ** 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 [[Pixel|GPixels/s]]: Opaque polygons | ** 8 [[Pixel|GPixels/s]]: Opaque polygons | ||
− | ** 2 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 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 [[Texel|GTexels/s]] | ** Texture fillrate: 2 [[Texel|GTexels/s]] | ||
− | ** Textures per pass: 10 texture layers {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} | + | ** 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 million vertices/sec <small>(60 FLOPS per vertex)</small> {{ref|1=[https://books.google.co.uk/books?id=-4ngT05gmAQC&pg=PA868 Computer Graphics: Principles and Practice (Page 868)]}} | + | * Vertex performance: 218 million vertices/sec <small>(60 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: 100 million polygons/sec <small>(130 FLOPS per polygon)</small> {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} | + | * Polygon performance: 100 million polygons/sec <small>(130 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 million polygons/sec: 1 light <small>(140 FLOPS per polygon)</small> | ** 94 million polygons/sec: 1 light <small>(140 FLOPS per polygon)</small> | ||
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** 17 million polygons/sec: 6 lights <small>(750 FLOPS per polygon)</small> | ** 17 million polygons/sec: 6 lights <small>(750 FLOPS per polygon)</small> | ||
** 7 million polygons/sec: 16 lights <small>(1.97 kFLOPS per polygon)</small> | ** 7 million polygons/sec: 16 lights <small>(1.97 kFLOPS per polygon)</small> | ||
− | * Polygon texturing performance: {{ref|[http://www.segatech.com/gamecube/overview/ Floating-Point Calculations]}} | + | * Polygon texturing performance:{{ref|[http://www.segatech.com/gamecube/overview/ Floating-Point Calculations]}} |
** 88 million polygons/sec: 1 light, 1 texture layer <small>(149 FLOPS per polygon)</small> | ** 88 million polygons/sec: 1 light, 1 texture layer <small>(149 FLOPS per polygon)</small> | ||
** 43 million polygons/sec: 2 lights, 2 texture layers <small>(306 FLOPS per polygon)</small> | ** 43 million polygons/sec: 2 lights, 2 texture layers <small>(306 FLOPS per polygon)</small> | ||
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* Memory: 304–584 MB <small>(136 MB RAM, 168–448 MB ROM)</small> | * Memory: 304–584 MB <small>(136 MB RAM, 168–448 MB ROM)</small> | ||
** Video memory: 240–352 MB <small>(96 MB RAM, 144–256 MB ROM)</small> | ** Video memory: 240–352 MB <small>(96 MB RAM, 144–256 MB ROM)</small> | ||
− | * System [[RAM]]: 136 MB {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} | + | * System [[RAM]]: 136 MB{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} |
** Main RAM: 32 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] | ** Main RAM: 32 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] | ||
** [[VRAM]]: 96 MB | ** [[VRAM]]: 96 MB | ||
*** Elan: 32 MB SDRAM (geometry/model data) | *** Elan: 32 MB SDRAM (geometry/model data) | ||
*** PowerVR2: 64 MB SDRAM <small>(2× 32 MB)</small> | *** PowerVR2: 64 MB SDRAM <small>(2× 32 MB)</small> | ||
− | *** FPGA Configuration: 8 KB [[SRAM]] {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}{{fileref|EPC1064 datasheet.pdf}} | + | *** FPGA Configuration: 8 KB [[SRAM]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}}{{fileref|EPC1064 datasheet.pdf}} |
** Sound RAM: 8 MB | ** Sound RAM: 8 MB | ||
** Backup [[SRAM]]: 32 KB {{fileref|HM62256B datasheet.pdf}} | ** Backup [[SRAM]]: 32 KB {{fileref|HM62256B datasheet.pdf}} | ||
− | * System [[ROM]]: 2048.25 KB <small>(2 MB [[BIOS]] [[EPROM]], 256 bytes [[EPROM|EEPROM]])</small> {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} | + | * System [[ROM]]: 2048.25 KB <small>(2 MB [[BIOS]] [[EPROM]], 256 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 MB [[EPROM]],{{ref|[http://mamedb.com/game/clubkrte Club Kart: European Session (MAME)]}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]]) | ** 2000 format: 168–280 MB (24 MB [[EPROM]],{{ref|[http://mamedb.com/game/clubkrte Club Kart: European Session (MAME)]}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]]) | ||
** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}} | ** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}} | ||
− | * L2 cache: 256 KB {{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}} | + | * L2 cache: 256 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 GB/s <small>(15.1 GB/s system, 1 GB/s cartridge)</small> | * RAM/ROM memory bandwidth: 16.1 GB/s <small>(15.1 GB/s system, 1 GB/s cartridge)</small> | ||
** Video memory: 14.01 GB/s <small>(13.01 GB/s VRAM, 900 MB/s ROM)</small> | ** Video memory: 14.01 GB/s <small>(13.01 GB/s VRAM, 900 MB/s ROM)</small> | ||
− | * System RAM bandwidth: 15 GB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} | + | * System RAM bandwidth: 15 GB/s{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} |
** Main RAM: 1.6 GB/s <small>(128‑bit, 100 MHz)</small> {{fileref|HM5264 datasheet.pdf}} | ** Main RAM: 1.6 GB/s <small>(128‑bit, 100 MHz)</small> {{fileref|HM5264 datasheet.pdf}} | ||
** VRAM: 13.01 GB/s <small>(648‑bit)</small> | ** VRAM: 13.01 GB/s <small>(648‑bit)</small> | ||
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** Sound RAM: 132 MB/s <small>(16‑bit, 66 MHz)</small> | ** Sound RAM: 132 MB/s <small>(16‑bit, 66 MHz)</small> | ||
** Backup SRAM: 44 MB/s <small>(16‑bit, 22 MHz)</small> {{fileref|HM62256B datasheet.pdf}} | ** Backup SRAM: 44 MB/s <small>(16‑bit, 22 MHz)</small> {{fileref|HM62256B datasheet.pdf}} | ||
− | * System ROM bandwidth: 88 MB/s {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} | + | * System ROM bandwidth: 88 MB/s{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} |
** BIOS EPROM: 80 MB/s <small>(16‑bit, 40 MHz)</small> {{fileref|CY2292 datasheet.pdf}}{{fileref|M27C160 datasheet.pdf}} | ** BIOS EPROM: 80 MB/s <small>(16‑bit, 40 MHz)</small> {{fileref|CY2292 datasheet.pdf}}{{fileref|M27C160 datasheet.pdf}} | ||
** EEPROM: 8 MB/s <small>(2× 16‑bit, 2 MHz)</small> {{fileref|AT93C46 datasheet.pdf}} | ** EEPROM: 8 MB/s <small>(2× 16‑bit, 2 MHz)</small> {{fileref|AT93C46 datasheet.pdf}} | ||
* Cartridge ROM bandwidth: 900 MB/s <small>(50 MHz)</small> {{fileref|S29GL-N datasheet.pdf}} | * Cartridge ROM bandwidth: 900 MB/s <small>(50 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 Hideki Sato Sega Inteview (Edge)]}} | + | ** 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 MHz)</small> | * Cartridge RAM bandwidth: 100 MB/s <small>(16‑bit, 50 MHz)</small> | ||
}} | }} | ||
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** [[VRAM]]: 96 MB | ** [[VRAM]]: 96 MB | ||
** Sound RAM: 8 MB | ** Sound RAM: 8 MB | ||
− | ** 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]}} | + | ** 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 KB | * L2 cache: 256 KB | ||
* [[ROM]]: 26 MB | * [[ROM]]: 26 MB | ||
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** Sound RAM: 132 MB/s | ** Sound RAM: 132 MB/s | ||
** SRAM: 44 MB/s | ** SRAM: 44 MB/s | ||
− | ** DIMM RAM: 1.1–2.13 GB/s (1/2× 64‑bit, 133 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}} | + | ** DIMM RAM: 1.1–2.13 GB/s (1/2× 64‑bit, 133 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 21:21, 7 September 2016
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Sega NAOMI 2 | |||||
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Manufacturer: Sega | |||||
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal | |||||
Add-ons: GD-ROM | |||||
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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. 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.
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][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
- Operating systems:
- Sega native operating system
- Custom Windows CE, with DirectX 6.0, Direct3D and OpenGL support
- 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]
- Bus width: 128‑bit (2× 64‑bit)
- Cores: Tile Accelerator (TA), Image Synthesis Processor (ISP), Texture & Shading Processor (TSP), RAMDAC
- RAMDAC: 230 MHz
- Effects: Bump mapping, multi‑texturing, fog, alpha blending, mipmapping, bilinear filtering, trilinear filtering, anti‑aliasing, environment mapping, specular effects,[6][7] normal mapping
- Features: Tiled rendering, deferred rendering, back‑face culling, hidden surface removal
- Defails: See NAOMI Specifications and Dreamcast Specifications for more details on PowerVR2 graphics system.
- 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
- 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:
- Texturing performance:
- 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
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]
- System ROM bandwidth: 88 MB/s[8]
- 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
Bandwidth
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
References
- ↑ NEC Introduces PowerVR 3-D Engine (09/23/98) (Wayback Machine: 1998-12-06 11:10)
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 NAOMI 2 Specifications (May 31, 2001)
- ↑ File:SH-4 Software Manual.pdf
- ↑ 4.0 4.1 Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture (21 September 2000)
- ↑ 5.0 5.1 File:UPD4564323 datasheet.pdf
- ↑ 6.0 6.1 JAMMA 2000: NAOMI 2 Revealed (20 September 2000)
- ↑ File:NAOMI 1998 Press Release JP.pdf
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Sega NAOMI / NAOMI 2 (MAME)
- ↑ File:EPF8452A datasheet.pdf
- ↑ 10.0 10.1 10.2 File:EPC1064 datasheet.pdf
- ↑ 11.0 11.1 File:EPM7032AE datasheet.pdf
- ↑ File:BU142 datasheet.pdf
- ↑ Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
- ↑ Sega Naomi Universal
- ↑ Dreamcast Video (KallistiOS)
- ↑ Computer Graphics: Principles and Practice (Page 868)
- ↑ Floating-Point Calculations
- ↑ 18.0 18.1 File:HM62256B datasheet.pdf
- ↑ Club Kart: European Session (MAME)
- ↑ File:XCF01S datasheet.pdf
- ↑ File:HM5264 datasheet.pdf
- ↑ File:HY57V161610D datasheet.pdf
- ↑ File:CY2292 datasheet.pdf
- ↑ File:M27C160 datasheet.pdf
- ↑ File:AT93C46 datasheet.pdf
- ↑ File:S29GL-N datasheet.pdf
- ↑ Hideki Sato Sega Inteview (Edge)
- ↑ Sega NAOMI DIMM board and GD-ROM
- ↑ Sega Naomi DIMM board and GD-ROM
- ↑ File:M366S3323CT0 datasheet.pdf
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