Sega NAOMI 2
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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 by and large a more powerful successor of the NAOMI, adding a secondary CPU and rasterizer GPU at higher clock rates, adding a new powerful T&L GPU, and increasing the graphics memory. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects. It was also more affordable than the very expensive Sega Hikaru arcade system that preceded it.
As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.
Contents
Development
VideoLogic's Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and Dreamcast console launched. [1]
Technical Specifications
NAOMI 2 Specifications
- Main CPU: 2× Hitachi SH-4 @ 400 MHz [2]
- Features: 2× 128-bit SIMD @ 400 MHz, 2× floating-point unit, graphic functions
- Performance: 1440 MIPS, 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations
- 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, and/or further enhancing graphics. [3]
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Operating systems:
- Sega native operating system
- Custom Windows CE,[5] with DirectX 6.0, Direct3D and OpenGL support
- Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
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:
- 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)
- Elan VRAM: 64 MB (1.6 GB/sec)
- Sound SDRAM: 8 MB (200 MHz, 64-bit, 1.6 GB/sec)
- Bandwidth: 6.4 GB/sec (no overdraw) to 19.2 GB/sec (2× overdraw)
- ROM: Up to 280 MB (24 MB EPROM,[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]
List of Games
NAOMI 2 Games
- Jet Squadron (prototype) (2000)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Striker 3 (2001)
- Wild Riders (2001)
- Club Kart: European Session (2002)
- King of Route 66 (2002)
- Sega Driving Simulator (2002)
- Soul Surfer (2002)
- Club Kart Prize (2003)
NAOMI 2 GD-ROM Games
- Beach Spikers (2001)
- Virtua Fighter 4 (2001)
- Virtua Fighter 4: Evolution (2002)
- Virtua Fighter 4 Evolution Ver. B (2003)
- Virtua Fighter 4 Final Tuned (2004)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. B (2001)
- Virtua Fighter 4 Ver. C (2002)
- Virtua Striker 3 (2001)
- Initial D: Arcade Stage (2002)
- Initial D: Arcade Stage 2 (2003)
- Initial D: Version 3 (2004)
NAOMI 2 Satellite Terminal Games
Sega arcade boards |
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Originating in arcades |
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Console-based hardware |
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PC-based hardware |
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