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 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.
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]
- Units: 2× 128‑bit SIMD matrix 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. [3]
- 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: 7 processors (Elan, 2× PowerVR2, 4 PLD, 2 DAC)
- Core units: 54 units (Elan, 2× PowerVR2, 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) [4]
- 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 [5]
- Elan floating‑point performance: 7.5 GFLOPS
- 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
- Bus width: 128‑bit (2× 64‑bit)
- RAMDAC: 230 MHz
- Effects: Bump mapping, multi‑texturing, fog, alpha blending, mipmapping, bilinear filtering, trilinear filtering, anti‑aliasing, environment mapping, specular effects [6][7]
- 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,[8] 9.3 GB/s
- Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz: 42 units, 336‑bit (42× 8‑bit) internal, 120‑bit external [9]
- Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz: 8‑bit [10]
- 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]
- 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]
- GPU DAC: 2× Rohm BU1426KS @ 35.4695 MHz
- Bus width: 48‑bit (2× 24‑bit) [12]
- 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)
- Floating‑point performance: 13.1 GFLOPS (7.5 GFLOPS Elan, 5.6 GFLOPS SH‑4)
- Rasterization pipeline:
- Render/Shader units: 51 units (2× PowerVR2, 49 PLD units)
- Rendering bandwidth: 13 GB/s (3.2 GB/s PowerVR2, 9.3 GB/s FPGA units)
- Raster operations: 3.3 billion operations/sec (32‑bit)
- Rendering fillrate:
- 6 billion pixels/sec, for opaque polygons
- 2 billion pixels/sec, for translucent polygons
- 2–6 billion pixels/sec, depending on opacity/translucency of polygons
- Texturing performance:
- Texture fillrate: 2 billion texels/sec
- Textures per pass: 10 texture layers
- Vertex performance: 218 million vertices/sec (60 FLOPS per vertex)
- Polygon performance: 100 million polygons/sec (130 FLOPS per polygon)
- 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: [16]
- 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) [25]
- Note: High‑speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [26]
- 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
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Originating in arcades |
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