Sega NAOMI 2
From Sega Retro
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 GPU at higher clock rates, adding a new T&L GPU, and increasing the main 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.
As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.
Contents
Technical Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz[1]
- Features: 2× 128-bit SIMD @ 400 MHz, 2× floating-point unit, graphic functions
- Performance: 1440 MIPS and 5.6 GFLOPS
- Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD matrix unit can be dedicated to game physics, artificial intelligence, collision detection, and overall game code[2]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Internal CPU: 32-bit ARM7 RISC CPU @ 45 MHz [1]
- CPU performance: 17 MIPS[3]
- PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),http://segatech.com/technical/overview/index.html 128 channels [2]
- Other features: DSP, sound synthesizer
- Main T&L geometry GPU coprocessor: VideoLogic Elan @ 100 MHz [3]
- Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting[2]
- Vertex support: Combined dynamic and static model processing[2]
- Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects[4]
- Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) [4] @ 200 MHz[1]
- Bits: 64-bit per GPU[1]
- Texture mapping: Bump mapping, mipmapping,[5] environment mapping, texture compression,[3] multi-texturing,[6] perspective correctionhttp://segatech.com/technical/overview/index.html
- Filtering: Point filtering,http://segatech.com/technical/overview/index.html bilinear filtering,[3] trilinear filtering, anisotropic filteringhttp://segatech.com/technical/overview/index.html
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),http://segatech.com/technical/overview/index.html full-scene anti-aliasing (FSAA)[6]
- Alpha blending: 256 levels of transparency,http://segatech.com/technical/overview/index.html multi-pass blending,[6] translucency sorting[6]
- Shading: Perspective-correct ARGB Gouraud shading,[6] shadowshttp://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,[6] 256 fog effects,http://segatech.com/technical/overview/index.html per-pixel table fog,[6] per-pixel lighting[7]
- Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)http://segatech.com/technical/overview/index.html
- Operating system: Custom Windows CE,http://segatech.com/technical/overview/index.html with DirectX 6.0, Direct3D and OpenGL support
- RAM: 168 MB
- Storage media: ROM board, GD-ROM drive[2]
- Color depth: 32-bit ARGB,http://segatech.com/technical/overview/index.html 16,777,216 colors (24-bit color) [7] with 8-bit (256 levels) alpha blending,[2] YUV and RGB color spaces, color key overlay[6]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[8] progressive scan
- Single monitor: 496×384 to 800×608 pixels[9]
- Dual monitor: 992×768 to 1600×608 pixels
- Bandwidth: 6 GB/sec[2]
- GFLOPS performance: 7.5 GFLOPS[1]
- Textures per pass: 10[1]
- Polygon performance:
- 10 million textured polygons/sec, with 6 light sources per polygon,[2] shadows, trilinear filtering and other effects
- 28 million textured polygons/sec (14 million per CPU/GPU), with lighting, shadows and trilinear filtering
- 40 million polygons/sec (20 million per CPU/GPU), with lighting
- 100 million polygons/sec (raw),[1] without lighting or texture mapping
- Fillrate:
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
List of Games
NAOMI 2 Games
- Club Kart: European Session (2002)
- Club Kart Prize (2003)
- Jet Squadron (prototype) (2000)
- King of Route 66 (2002)
- Sega Driving Simulator (2002)
- Soul Surfer (2002)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Striker 3 (2001)
- Wild Riders (2001)
NAOMI 2 GD-ROM Games
- Beach Spikers (2001)
- Initial D: Arcade Stage (2002)
- Initial D: Arcade Stage 2 (2003)
- Initial D: Version 3 (2004)
- 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)
NAOMI 2 Satellite Terminal Games
- Mobile Suit Gundam 0079 Card Builder (2005)
- Mobile Suit Gundam 0083 Card Builder (2007)
- World Club Champion Football European Clubs 2004-2005 (2005)
- World Club Champion Football European Clubs 2005-2006 (2006)
- World Club Champion Football Serie A 2001-2002 (2002)
- World Club Champion Football Serie A 2001-2002 Ver.2 (2003)
- World Club Champion Football Serie A 2002-2003 (2003)
- World Club Champion Football Serie A 2002-2003 Ver.2 (2004)
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