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. 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
- 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
- PLD: 4 PLD, 49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 GB/s[5]
- Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz: 42 units, 336‑bit (42× 8‑bit) internal, 120‑bit external,[6] 5.3 GB/s
- Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz: 8‑bit,[7] 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,[8] 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,[8] 2.6 GB/s
- 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 core processors (Elan, 2× SH‑4 SIMD, 2× PowerVR2, 2 DAC)
- Core units: 15 units (Elan, 2× SH‑4 SIMD, 10 PowerVR2 cores, 2 DAC)
- Clock rate: 200 MHz
- GPU T&L geometry coprocessor: VideoLogic Elan @ 200 MHz
- Bus width: 512‑bit (4× 128‑bit)[9]
- 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]
- GPU rasterizers: 2× NEC‑VideoLogic PowerVR2 @ 200 MHz[2]
- Revision: Scaled with higher clock rate, more PE elements in ISP core, raised polygon performance[10]
- 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,[11][12] 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.
- Video DAC: 2× Rohm BU1426KS @ 35.4695 MHz[13]
- 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[14]
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, JAMMA/VGA,[15] progressive scan
- Rendering fillrate:
- Texturing performance:
- T&L geometry calculations: 13.1 GFLOPS[n 2]
- Vertex transformations: 400 million vertices/sec[n 3]
- Polygon transformations: 140 million polygons/sec[n 4]
- Flat shading: 100 million polygons/sec (1 light)[2][n 5]
- Gouraud shading performance:
- Polygon texturing performance: 32-texel polygons
- 62 million polygons/sec: 1 texture layer
- 31 million polygons/sec: 2 texture layers
- 10 million polygons/sec: 6 texture layers
- 6 million polygons/sec: 10 texture layers
Memory
Bandwidth
- Internal processor bandwidth: 39.3 GB/s
- SH4 cache: 12.8 GB/s (256‑bit, 400 MHz)
- GPU: 16.413 GB/s (688‑bit, 200 MHz)
- Elan: 13 GB/s (512‑bit, 200 MHz)
- PowerVR2: 3.2 GB/s (128‑bit, 200 MHz)
- DAC: 213 MB/s (48‑bit, 35.4695 MHz)
- AICA: 256 MB/s (32‑bit, 67 MHz)
- PLD: 9.3 GB/s (656‑bit, 125 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[5]
- System ROM bandwidth: 88 MB/s[5]
- Cartridge ROM bandwidth: 900 MB/s (50 MHz)[29]
- Note: High‑speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.[30]
- 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
Notes
- ↑ [32 pixels per cycle[17] 32 pixels per cycle[17]]
- ↑ [Elan: 7.5 GFLOPS
SH‑4 SIMD: 5.6 GFLOPS Elan: 7.5 GFLOPS
SH‑4 SIMD: 5.6 GFLOPS] - ↑ [31 FLOPS per vertex: 28 FLOPS matrix transformation,[18] 3 FLOPS perspective division[19] 31 FLOPS per vertex: 28 FLOPS matrix transformation,[18] 3 FLOPS perspective division[19]]
- ↑ [3 vertices per triangle polygon 3 vertices per triangle polygon]
- ↑ [125 FLOPS per polygon: 116 FLOPS T&L,[20] 9 FLOPS perspective division 125 FLOPS per polygon: 116 FLOPS T&L,[20] 9 FLOPS perspective division]
- ↑ [189 FLOPS per polygon: 180 FLOPS T&L,[20] 9 FLOPS perspective division 189 FLOPS per polygon: 180 FLOPS T&L,[20] 9 FLOPS perspective division]
- ↑ [285 FLOPS per polygon: 276 FLOPS T&L,[20] 9 FLOPS perspective division 285 FLOPS per polygon: 276 FLOPS T&L,[20] 9 FLOPS perspective division]
- ↑ [669 FLOPS per polygon: 660 FLOPS T&L,[20] 9 FLOPS perspective division 669 FLOPS per polygon: 660 FLOPS T&L,[20] 9 FLOPS perspective division]
- ↑ [1629 FLOPS per polygon: 1620 FLOPS T&L,[20] 9 FLOPS perspective division 1629 FLOPS per polygon: 1620 FLOPS T&L,[20] 9 FLOPS perspective division]
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 5.2 5.3 5.4 5.5 Sega NAOMI / NAOMI 2 (MAME)
- ↑ File:EPF8452A datasheet.pdf
- ↑ 7.0 7.1 7.2 File:EPC1064 datasheet.pdf
- ↑ 8.0 8.1 File:EPM7032AE datasheet.pdf
- ↑ 9.0 9.1 File:UPD4564323 datasheet.pdf
- ↑ File:PowerVR.pdf, page 3
- ↑ 11.0 11.1 JAMMA 2000: NAOMI 2 Revealed (September 20, 2000)
- ↑ File:NAOMI 1998 Press Release JP.pdf
- ↑ File:BU142 datasheet.pdf
- ↑ Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
- ↑ Sega Naomi Universal
- ↑ Dreamcast Video (KallistiOS)
- ↑ File:DreamcastDevBoxSystemArchitecture.pdf, page 96
- ↑ Design of Digital Systems and Devices (page 95)
- ↑ Dreamcast: Basic matrix operations (KallistiOS)
- ↑ 20.0 20.1 20.2 20.3 20.4 Design of Digital Systems and Devices (pages 95-97)
- ↑ 21.0 21.1 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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