Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
List of SEGA arcade system boards
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
List of SEGA arcade system boards
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====NAOMI 2 specifications==== * Main CPU: 2Γ [[SuperH|Hitachi SH-4]]<ref name="s16_naomi2"/> @ 400 MHz<ref name=n2ign2>http://www.ign.com/boards/threads/noami-2-future.6157195/</ref> ** Features: 2Γ 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2Γ [[wikipedia:Floating-point unit|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 [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], [http://www.giantbomb.com/artificial-intelligence/3015-218/ artificial intelligence], [[wikipedia:Collision detection|collision detection]], and overall game code<ref name="segatech_naomi2">http://www.segatech.com/arcade/naomi2/index.html</ref> * Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz ** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz<ref name="s16_naomi2"/> ** CPU performance: 17 MIPS<ref name=ieee/> ** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),<ref name=segatech_dc/> 128 channels<ref name="s16_naomi2"/> ** Other features: DSP, sound synthesizer * Main [[Transform, clipping, and lighting|T&L]] geometry [[Graphics processing unit|GPU]] coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz<ref name="s16_naomi2"/> ** [[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]]<ref name="segatech_naomi2"/> ** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing<ref name="segatech_naomi2"/> ** Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, [[wikipedia:Reflection mapping|environment mapping]], specular effects<ref name=n2ign>http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed</ref> * Rasterizer GPU: 2Γ NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2)<ref name="s16_naomi2"/> @ 200 MHz<ref name=n2ign2/> ** [[Instructions per second|Bits]]: 64-bit per GPU<ref name=n2ign2/> ** Texture mapping: Bump mapping, mipmapping,<ref name="naomi1"/> environment mapping, texture compression,<ref name=ieee/> multi-texturing,<ref name=neon250/> perspective correction<ref name=segatech_dc/> ** Filtering: Point filtering,<ref name=segatech_dc/> bilinear filtering,<ref name=ieee/> trilinear filtering, anisotropic filtering<ref name=segatech_dc/> ** Anti-aliasing: Super-sampling anti-aliasing (SSAA),<ref name=segatech_dc/> full-scene anti-aliasing (FSAA)<ref name=neon250/> ** Alpha blending: 256 levels of transparency,<ref name=segatech_dc/> multi-pass blending,<ref name=neon250/> translucency sorting<ref name=neon250/> ** Shading: Perspective-correct ARGB Gouraud shading,<ref name=neon250/> shadows<ref name=segatech_dc/> ** Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,<ref name=neon250/> 256 fog effects,<ref name=segatech_dc/> per-pixel table fog,<ref name=neon250/> [[wikipedia:Per-pixel lighting|per-pixel lighting]]<ref name="zombie-revenge"/> ** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)<ref name=segatech_dc/> * [[Operating system]]: Custom [[Windows CE]],<ref name=segatech_dc/> with [[DirectX|DirectX 6.0]], [[wikipedia:Direct3D|Direct3D]] and [[OpenGL]] support * [[wikipedia:Random-access memory|RAM]]: 168 MB ** Main [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 32 MB (100 MHz)<ref name="s16_naomi2"/> ** [[wikipedia:VRAM|VRAM]]: 128 MB *** PowerVR2 SDRAM: 64 MB (100 MHz)<ref name="segatech_naomi2"/> *** Elan geometry VRAM: 32 MB<ref name="segatech_naomi2"/> *** Model data VRAM: 32 MB<ref name="s16_naomi2"/> ** Sound [[wikipedia:Dynamic random-access memory|DRAM]]: 8 MB<ref name="segatech_naomi2"/> * Storage media: [[Read-only memory|ROM]] board, [[GD-ROM]] drive<ref name="segatech_naomi2"/> * Color depth: 32-bit ARGB,<ref name=segatech_dc/> 16,777,216 colors (24-bit color)<ref name="s16_naomi2"/> with 8-bit (256 levels) alpha blending,<ref name=segatech_naomi2/> YUV and RGB color spaces, color key overlay<ref name=neon250/> * Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, [[Dreamcast VGA Adapter|VGA]],<ref name=naomi_vga/> progressive scan ** Single monitor: 496Γ384 to 800Γ608 pixels<ref name=dcvideo/> ** Dual monitor: 992Γ768 to 1600Γ608 pixels * Bandwidth: 6 [[wikipedia:GiB/s|GB/sec]]<ref name="segatech_naomi2"/> * [[Instructions per second|GFLOPS]] performance: 7.5 GFLOPS<ref name=n2ign2/> * Textures per pass: 10<ref name=n2ign2/> * [[Three-dimensional|Polygon]] performance: ** 10 million textured polygons/sec, with 6 light sources per polygon,<ref name="segatech_naomi2"/> 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),<ref name=n2ign2/> without lighting or texture mapping * [[Three-dimensional|Fillrate]]: ** Rendering: 2 billion pixels/sec<ref name=n2ign/> (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons) ** Textures: 200 million [[wikipedia:Texel (graphics)|texels]]/sec * Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C * Connection: JAMMA Video compliant
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab