Difference between revisions of "Sega Model 3"

From Sega Retro

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==Technical Specifications==
 
==Technical Specifications==
 
* Board Composition: CPU + VIDEO + ROM boards
 
* Board Composition: CPU + VIDEO + ROM boards
* Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] ([[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions)
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* Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:IBM|IBM]]-[[wikipedia:Motorola|Motorola]] [[wikipedia:PowerPC|PowerPC]] [[wikipedia:PowerPC 603e|603e]] ([[wikipedia:32-bit|32-bit]] & [[wikipedia:64-bit|64-bit]] instructions)
 
** Step 1.0: 66 MHz (93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]])
 
** Step 1.0: 66 MHz (93.4 [[wikipedia:Instructions per second|MIPS]], 132 [[wikia:w:c:gaming:Instructions per second|MFLOPS]])
 
** Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
 
** Step 1.5: 100 MHz (142 MIPS, 200 MFLOPS)
** Step 2.0: 166 MHz (235 MIPS, 332 MFLOPS)
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** Step 2.0: PowerPC 603R @ 166 MHz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model3.c}} (498 MIPS,{{ref|http://www.gaw.ru/pdf/Atmel/higt_rel/TSPC603R.pdf}} 332 MFLOPS)
 
* Sound CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz (2.1 MIPS)
 
* Sound CPU : [[Motorola 68000]] (16/32-bit) @ 12 MHz (2.1 MIPS)
 
* Sound Chip: 2× [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]]
 
* Sound Chip: 2× [[Yamaha]] [[Saturn Custom Sound Processor|SCSP/YMF292-F]]
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* [[wikia:w:c:gaming:List of color palettes|Color Depth]]: [[wikipedia:RGBA color space|ARGB]], [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
 
* [[wikia:w:c:gaming:List of color palettes|Color Depth]]: [[wikipedia:RGBA color space|ARGB]], [[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikia:w:c:gaming:List of RGB palettes|RGB]] [[wikipedia:True Color|true color]] (16,777,216 colors) and [[wikipedia:Alpha compositing|alpha opacity]]
 
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
 
* Scroll Window: Two planes (24 kHz, two plane mode), 16 colors/32,768 1024 palette x 2 bank, 256/32,768 64 palette x 2 bank
* Memory: Up to 132.54 [[Byte|MB]] (135,721 [[Byte|KB]])
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* Memory: Up to 249.17 [[Byte|MB]] (123.16 MB video, 33.7 MB audio)
** [[wikipedia:Random-access memory|RAM]]: 32.54 MB (33,321 KB)
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** [[wikipedia:Random-access memory|RAM]]: 32.54 MB
*** Main RAM: 8192 KB (8 MB) @ 66 MHz
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*** Main RAM: 8 MB @ 66 MHz
*** [[wikipedia:Video memory|Video RAM]]: 23,713 KB (8 MB [[wikia:w:c:gaming:Texture memory|texture memory]], 1 MB [[wikipedia:Display list|display list]], 4 MB [[wikipedia:Hidden surface determination|culling]], 4 MB polygons, 5 MB [[wikipedia:Framebuffer|framebuffer]] 3D-RAM, 1152 KB [[wikipedia:Tiled rendering|tilemap]] generator [[wikipedia:VRAM|VRAM]], 33 KB [[wikipedia:Static random-access memory|SRAM]] [[wikipedia:Cache (computing)|cache]])
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*** [[wikipedia:Video memory|Video RAM]]: 23.16 MB (8 MB [[wikia:w:c:gaming:Texture memory|texture memory]], 1 MB [[wikipedia:Display list|display list]], 4 MB [[wikipedia:Hidden surface determination|culling]], 4 MB polygons, 5 MB [[wikipedia:Framebuffer|framebuffer]] 3D-RAM, 1152 [[Byte|KB]] [[wikipedia:Tiled rendering|tilemap]] generator [[wikipedia:VRAM|VRAM]], 33 KB [[wikipedia:Static random-access memory|SRAM]] [[wikipedia:Cache (computing)|cache]])
 
**** 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM: 5 MB (4× 1.25 MB) fast framebuffer [[wikipedia:Synchronous dynamic random-access memory|SD]] [[wikipedia:VRAM|VRAM]], 1 KB (4× 256 [[wikipedia:Byte|bytes]]) [[wikipedia:Pixel buffer|pixel buffer]] SRAM cache
 
**** 4× [[wikipedia:Mitsubishi|Mitsubishi]] 3D-RAM: 5 MB (4× 1.25 MB) fast framebuffer [[wikipedia:Synchronous dynamic random-access memory|SD]] [[wikipedia:VRAM|VRAM]], 1 KB (4× 256 [[wikipedia:Byte|bytes]]) [[wikipedia:Pixel buffer|pixel buffer]] SRAM cache
 
**** 8× [[wikipedia:Hitachi|Hitachi]] HM5241605 [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 4 MB (8× 512 KB)
 
**** 8× [[wikipedia:Hitachi|Hitachi]] HM5241605 [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]: 4 MB (8× 512 KB)
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*** Audio RAM: 1096 KB (64 KB main, 1032 KB SCSP; 512 KB per SCSP chip)
 
*** Audio RAM: 1096 KB (64 KB main, 1032 KB SCSP; 512 KB per SCSP chip)
 
*** Other RAM: 320 KB (192 KB security, 128 KB backup [[wikipedia:Static random-access memory|static]] [[wikipedia:Non-volatile random-access memory|NVRAM]])
 
*** Other RAM: 320 KB (192 KB security, 128 KB backup [[wikipedia:Static random-access memory|static]] [[wikipedia:Non-volatile random-access memory|NVRAM]])
** Graphics [[ROM]]: Up to 100 MB [[wikipedia:Mask ROM|Mask ROM]] for [[wikipedia:Texture memory|texture memory]]{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
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** [[ROM]]: Up to 216.625 MB{{ref|http://mamedb.com/game/spikeofe}} (100 MB video/graphics [[wikipedia:Texture memory|texture memory]] [[wikipedia:Mask ROM|Mask ROM]],{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}} 32.625 MB audio ROM){{ref|http://mamedb.com/game/spikeofe}}
*** Access time: 100 [[wikipedia:Nanosecond|nanoseconds]]
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**** ROM access time: 100 [[wikipedia:Nanosecond|nanoseconds]]
*** High-speed access allows Mask ROM to effectively be used as RAM.
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**** High-speed access allows ROM to effectively be used as RAM.{{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 +
 
 
* Graphical Performance:
 
* Graphical Performance:
 
** [[wikia:w:c:gaming:Three-dimensional|Geometrizer]] performance: 1,000,100 textured [[wikipedia:Polygon mesh|quad]] [[wikipedia:Polygon (computer graphics)|polygons]]/sec, 2,000,200 textured [[wikipedia:Triangle mesh|triangle polygons]]/sec, with all effects (Step 1.0)
 
** [[wikia:w:c:gaming:Three-dimensional|Geometrizer]] performance: 1,000,100 textured [[wikipedia:Polygon mesh|quad]] [[wikipedia:Polygon (computer graphics)|polygons]]/sec, 2,000,200 textured [[wikipedia:Triangle mesh|triangle polygons]]/sec, with all effects (Step 1.0)

Revision as of 10:55, 16 October 2015

Model3 fullboard.jpg
Sega Model 3
Manufacturer: Sega, Lockheed Martin
Release Date RRP Code

The Sega Model 3 is an arcade platform produced by Sega in partnership with Lockheed Martin. It is a successor to the Sega Model 2 platform, and was released in 1996.

The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. It was desinged with one purpose in mind - to push as many textured polygons as possible for as least money as possible. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer.

History

The Model 3 board went through a series of delays which frustrated Sega. Despite success with the previous generations of arcade hardware, Lockheed Martin, mainly responsible for the graphics processors, were unable to finalise the specifications of the board until mid-way into 1996 - Sega had planned to release the board in late 1995 along with three games, one of which, Indy 500, was reportedly downgraded to Model 2 hardware thanks to the troubles. Virtua Fighter 3 and then Scud Race debuted as the first two Model 3 games, and the board was officially supported until 1999 to make room for the Sega NAOMI and its successors.

The Model 3 went through a number of revisions (steps) in which improvements were made the system and board architecture was changed. These "steppings" mainly increased the clock speed of the CPU and the speed of the 3D engine, as well as minor changes to the board architecture. Step 1.0 and Step 1.5 released in 1996, Step 2.0 in 1997, and Step 2.1 in 1998. Though there was much talk of Model 3 games being ported to the Sega Saturn, all home ports of Model 3 games were seen on the Sega Dreamcast, including the likes of Sega Rally 2, Virtua Fighter 3tb, Virtual-On Oratorio Tangram and Virtua Striker 2.

It was the most powerful game system in its time, an order of magnitude more powerful than PC graphics cards from 1998, which were still producing Model 2 quality graphics, two years years after the Model 3's release.[1] By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[2] making them some of the best-selling arcade game boards of all time. At around $15,000 each (for the Model 2, with the Model 3 costing higher), this amounts to at least over $3 billion revenue from cabinet sales, equivalent to over $4.9 billion in 2014.

From the early 1970s, arcades had been at the forefront of graphical technology in video games. The Model 3 hardware as well as competitors from this era were also leading the industry from a graphical perspective at the time, compared to PCs which were still producing Model 2 quality graphics in 1998,[1] but the gap began to slowly narrow after that, as PCs would begin to benefit from hardware accelerated graphics towards the end of the decade. Beginning with the co-development of the Sega Dreamcast console and Sega NAOMI arcade system, both released in 1998, consoles and later PCs would slowly become the basis for arcade systems, rather than the reverse as it had been up until this point. The last proprietary Sega arcade systems would be the Sega Hikaru and Sega NAOMI 2, after which PCs would overtake arcade systems as the forefront of graphical technology. Today, arcade games are built primarily around controls and the experience one gets from a game as opposed to graphical potential. Complex motion cabinets, and large, unique forms of control unsuitable for households is what drives the arcade industry in the present day.

Technical Specifications

Hardware Images

List of Games

Step 1.0

Step 1.5

Step 2.0

Step 2.1


Sega arcade boards
Originating in arcades









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