Difference between revisions of "Sega Model 2"

From Sega Retro

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* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
 
** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}
 
** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}
*** Coprocessor abilities: [[wikipedia:Floating point unit|FPU]], [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Decimal floating point|floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Direct memory access|DMA]] controller, T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
+
*** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
*** Floating-point units: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
+
*** [[wikipedia:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
*** Bus width: 32-bit
+
*** Bus width: 192-bit (32-bit each)
 
** [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] Hardware: [[Sega]] Z-Sort & Clip Hardware
 
** [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] Hardware: [[Sega]] Z-Sort & Clip Hardware
 
** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] hardware
 
** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] hardware
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** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
* [[wikipedia:Frame rate|Frame rate]]: 60 frames/sec
 
* [[wikipedia:Frame rate|Frame rate]]: 60 frames/sec
* [[wikipedia:Digital geometry|Geometric]] performance: 500,000 textured polygons/sec,{{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}} 900,000 vectors/sec
+
* [[wikipedia:Digital geometry|Geometric]] performance: [http://www.gamezero.com/team-0/whats_new/past/news9504.html 500,000] textured polygons/sec, 900,000 vectors/sec
* [[wikipedia:Fillrate|Fillrate]]: 72 million [[pixel]]s/sec (1.2 million pixels per frame)
+
* Rendering [[wikipedia:Fillrate|fillrate]]: 72 million [[pixel]]s/sec (1.2 million pixels per frame)
 
}}
 
}}
  
 
====Memory====
 
====Memory====
 
{{multicol|
 
{{multicol|
*Memory: Up to 142 [[Byte|MB]] (35.125 MB main, 88.09375 MB video, 16.5625 MB audio, 16 [[Byte|KB]] backup, 2 MB extra)
+
*Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
*[[RAM]]: 9.546875 MB (9776 KB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
 
** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
** [[VRAM]]: 5.84375 MB (5984 KB)
+
** [[VRAM]]: 5984 KB (5.84375 MB)
 
*** [[wikipedia:Framebuffer|Framebuffer]] [[VRAM]]: 1024 KB
 
*** [[wikipedia:Framebuffer|Framebuffer]] [[VRAM]]: 1024 KB
 
*** Coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 64 KB
 
*** Coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 64 KB
 
*** Texture RAM: 4096 KB SRAM/SDRAM
 
*** Texture RAM: 4096 KB SRAM/SDRAM
 
*** [[wikipedia:Luma (video)|Luma]]: 128 KB
 
*** [[wikipedia:Luma (video)|Luma]]: 128 KB
*** Other: 672 KB (32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
+
*** Other VRAM: 672 KB (32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** Audio RAM: 576 KB
 
** Audio RAM: 576 KB
** Backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]]: 16 KB
+
** Other RAM: 18 KB (16 KB Backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2 MB Extra RAM)
** Extra RAM: 2048 KB
+
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
*[[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dyndeka2}} 16 MB audio)
 
 
}}
 
}}
  
 
===Model 2A-CRX Specifications===
 
===Model 2A-CRX Specifications===
Model 2A-CRX, released in 1994, upgraded the sound capabilities::
+
Model 2A-CRX, released in 1994, upgraded the sound capabilities and ROM capacity:
  
 
{{multicol|
 
{{multicol|
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** PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
 
** PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
 
** SCSP features: 128-step DSP, 32 PCM/[[wikipedia:Frequency modulation synthesis|FM]]/[[MIDI]]/[[wikipedia:Low-frequency oscillation|LFO]] channels
 
** SCSP features: 128-step DSP, 32 PCM/[[wikipedia:Frequency modulation synthesis|FM]]/[[MIDI]]/[[wikipedia:Low-frequency oscillation|LFO]] channels
 +
*Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
 +
** System RAM: 9776 KB (9.546875 MB)
 +
*** Main RAM: 1152 KB
 +
*** VRAM: 5984 KB
 +
*** Audio RAM: 576 KB
 +
*** Other RAM: 18 KB
 +
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dyndeka2}} 16 MB audio)
 
}}
 
}}
  
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* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
** Geometry Engine DSP coprocessors: 2× [[wikipedia:Analog Devices|Analog Devices]] ADSP-21062 [[wikipedia:Super Harvard Architecture Single-Chip Computer|SHARC]] {{fileref|http://www.analog.com/media/en/technical-documentation/data-sheets/ADSP-21060_21060L_21062_21062L_21060C_21060LC.pdf}}
 
** Geometry Engine DSP coprocessors: 2× [[wikipedia:Analog Devices|Analog Devices]] ADSP-21062 [[wikipedia:Super Harvard Architecture Single-Chip Computer|SHARC]] {{fileref|http://www.analog.com/media/en/technical-documentation/data-sheets/ADSP-21060_21060L_21062_21062L_21060C_21060LC.pdf}}
*** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, T&L
+
*** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, [[wikipedia:System on a chip|SOC]], ALU, T&L
 
*** Floating-point units: 32-bit & [[wikipedia:Extended precision|40-bit]] operations @ 240 MFLOPS (120 MFLOPS each)
 
*** Floating-point units: 32-bit & [[wikipedia:Extended precision|40-bit]] operations @ 240 MFLOPS (120 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
*** Data bus width: [[wikipedia:48-bit|48-bit]]
+
*** Data bus width: 96-bit ([[wikipedia:48-bit|48-bit]] each)
*** DMA controller: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
+
*** DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
 
** Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
 
** Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
 
** Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
 
** Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
 
** Tilemap engine: Sega System 24 tilemap engine
 
** Tilemap engine: Sega System 24 tilemap engine
* Fillrate: 120 million pixels/sec
+
* Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 96.50391 MB video, 16.5625 MB audio, 16 [[Byte|KB]] backup, 2 MB extra)
+
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 16 KB backup, 2 MB extra)
** [[RAM]]: 17.95703125 MB (18,388 KB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
+
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
*** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
 
*** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
*** [[VRAM|Video RAM]]: 14.25390625 MB (14,596 KB) {{fileref|3DGraphicsProcessorChipSet.pdf}}
+
*** [[VRAM]]: 14,596 KB (14.253906 MB)
 
**** Framebuffer [[VRAM]]: 1536 KB
 
**** Framebuffer [[VRAM]]: 1536 KB
 
**** Coprocessor buffer [[SRAM]]/SDRAM: 8228 KB
 
**** Coprocessor buffer [[SRAM]]/SDRAM: 8228 KB
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*** Backup SRAM/NVRAM: 16 KB
 
*** Backup SRAM/NVRAM: 16 KB
 
*** Extra RAM: 2048 KB
 
*** Extra RAM: 2048 KB
** [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
+
** Internal DSP RAM: 512 KB SRAM (256 KB per DSP) {{ref|http://www.analog.com/media/en/technical-documentation/data-sheets/ADSP-21060_21060L_21062_21062L_21060C_21060LC.pdf}}
 +
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
}}
 
}}
  
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* GPU:  
 
* GPU:  
 
** GPU coprocessors: 2× Fujitsu TGPx4 MB86235 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
 
** GPU coprocessors: 2× Fujitsu TGPx4 MB86235 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
*** Coprocessor abilities: Geometry Engine DSP coprocessors, Z-Sort & Clip Hardware, Hardware Renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, DMA controller, T&L
+
*** Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
*** Floating-point units: 32-bit & [[wikipedia:Extended precision|40-bit]] operations @ 240 MFLOPS (120 MFLOPS each)
+
*** Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
 
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
 +
*** Bus width: 192-bit (96-bit each: 64-bit SDRAM, 32-bit SRAM)
 
** Tilemap engine: Sega System 24 tilemap engine
 
** Tilemap engine: Sega System 24 tilemap engine
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
* [[wikipedia:Digital geometry|Geometric]] performance: 490,000 textured [http://www.giantbomb.com/polygonal-3d/3015-1430/ polygons]/sec (with clipping, lighting and [[Gouraud shading]]), 900,000 textured triangle polygons/sec (with Gouraud shading), 1.7 million triangle polygons/sec (with [[wikipedia:Flat shading|flat shading]]) {{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* Geometric performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
* Fillrate: {{fileref|3DGraphicsProcessorChipSet.pdf}}
+
** 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
** [[Pixel]] fillrate: 130 million pixels/sec
+
** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
** [[wikipedia:Texture mapping|Texture]] fillrate: 95 million [[wikipedia:Texel (graphics)|texels]]/sec (500 pixels/polygon)
+
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
 +
** Rendering fillrate: 190 million [[pixel]]s/sec (95 million pixels/sec per GPU)
 +
** [[wikipedia:Texture mapping|Texture]] fillrate: 190 million [[wikipedia:Texel (graphics)|texels]]/sec (95 million texels/sec per GPU)
 
* Optional MPEG sound board: DSB2
 
* Optional MPEG sound board: DSB2
 
** Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
 
** Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)

Revision as of 18:34, 23 November 2015

Model2 cpu.jpg
Sega Model 2
Manufacturer: Sega
Release Date RRP Code

The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.

The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.[1] The Model 2's development was led by famed game designer Yu Suzuki. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993. [2]

There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded by the Sega Model 3 in 1996.

History

It was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[1] as well as trilinear filtering.[3] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release. [3]

Designed by Sega AM2's Yu Suzuki, he stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" ($84 in 2014) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."[4] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry. [5]

There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993.[6] Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle." [4]

In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2. [3]

Despite its high price tag of around $15,000 [3] (equivalent to $24489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[3] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[7][8] at $15,000 each),[3][9] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.

According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[10]

Technical Specifications

Model 2 Specifications

Sound

Graphics

Memory

  • Memory: Up to 61.8 MB (10.625 MB main, 35,424 KB video, 16,960 KB audio, 18 KB other)
  • System RAM: 9776 KB (9.546875 MB) [15]
    • Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
    • VRAM: 5984 KB (5.84375 MB)
    • Audio RAM: 576 KB
    • Other RAM: 18 KB (16 KB Backup SRAM/NVRAM, 2 MB Extra RAM)
  • Game ROM: Up to 54.25 MB (9.5 MB main, 28.75 MB video, 16 MB audio)

Model 2A-CRX Specifications

Model 2A-CRX, released in 1994, upgraded the sound capabilities and ROM capacity:

  • Sound CPU: Motorola 68000 @ 12 MHz (16-bit & 32-bit instructions @ 2.1 MIPS)
  • Sound chip: Yamaha SCSP
    • PCM channels: 56
    • PCM sample ROM: Up to 16 MB
    • PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
    • SCSP features: 128-step DSP, 32 PCM/FM/MIDI/LFO channels
  • Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 9776 KB (9.546875 MB)
      • Main RAM: 1152 KB
      • VRAM: 5984 KB
      • Audio RAM: 576 KB
      • Other RAM: 18 KB
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[20] 16 MB audio)

Model 2B-CRX Specifications

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased memory:

  • GPU: [15]
    • Geometry Engine DSP coprocessors: 2× Analog Devices ADSP-21062 SHARC [21]
      • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 240 MFLOPS (120 MFLOPS each)
      • Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
      • Data bus width: 96-bit (48-bit each)
      • DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
    • Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
    • Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
    • Tilemap engine: Sega System 24 tilemap engine
  • Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
  • Memory: Up to 150.21 MB (35.125 MB main, 99,332 KB video, 16,960 KB audio, 16 KB backup, 2 MB extra)
    • System RAM: 18,388 KB (17.957031 MB) [11]
      • Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
      • VRAM: 14,596 KB (14.253906 MB)
        • Framebuffer VRAM: 1536 KB
        • Coprocessor buffer SRAM/SDRAM: 8228 KB
        • Texture RAM: 4096 KB SRAM/SDRAM
        • Luma: 64 KB
        • Other: 672 KB (32 KB geometry, 576 KB tiles, 64 KB colors)
      • Audio RAM: 576 KB
      • Backup SRAM/NVRAM: 16 KB
      • Extra RAM: 2048 KB
    • Internal DSP RAM: 512 KB SRAM (256 KB per DSP) [22]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)

Model 2C-CRX Specifications

Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional sound board:

  • GPU:
    • GPU coprocessors: 2× Fujitsu TGPx4 MB86235 [15][19]
      • Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
      • Fixed-point arithmetic: 32-bit & 64-bit instructions @ 240 MIPS (120 MIPS each)
      • Bus width: 192-bit (96-bit each: 64-bit SDRAM, 32-bit SRAM)
    • Tilemap engine: Sega System 24 tilemap engine
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [23]
  • Geometric performance: [19]
    • 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
    • 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
  • Fillrate performance: [19]
    • Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
    • Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
  • Optional MPEG sound board: DSB2
    • Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
    • Additional sound chip: NEC µD65654GF102

List of Games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Gallery


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