Lazy8s said:The natural-looking saturation of the lighting, especially in the daytime setting, doesn't leave it looking as cartoony as most racers. Also, the view isn't artificially cut off as it bends all the way around the track, encompassing some thirty simultaneous cars.
I don't think backward compatibility will be much of a consideration this time around. By the time this new board comes out, development will have moved on from Naomi and Naomi2, and those older arcade units will still be around to support their own games (like Virtua Fighter 4: Final Tuned.) Backwards compatibility is really only useful to the arcade industry when there is continued development for the previous generation overlapping with the new generation. Also, part reuse from the earlier board isn't as likely for the new unit as it was when Naomi2 implemented the CLXs, so that pushes the potential for legacy support farther away.Maybe NAOMI 3 will use some kind of Hitachi SH cpu that's backwards compatible with SH-4?
Yeah it was impressive, like Star Wars Racer Arcade and Brave Firefighters which it also ran at a smoking 60fps in VGA proscan. What I was saying about NASCAR, though, was how it captured the effect where direct sunlight tends to create strong contrasts between the brightness of exposed surfaces and the almost blackness of shaded areas.It was impressive
Fox5 said:Lazy8s, it's relaly hard to see anything with those small screens.
BTW, I was pretty sure the star wars game was naomi, not hikaru, since I heard about it before dreamcast even came out. Not sure about firefighters though.
Lazy8s said:What I was saying about NASCAR, though, was how it captured the effect where direct sunlight tends to create strong contrasts between the brightness of exposed surfaces and the almost blackness of shaded areas.
PC-Engine said:Hikaru's specialty was particles. It was designed to render fire and water more realistically as DC/NAOMI wasn't capable of those effects. You can see the cool effects from Hikaru in Brave Fire Fighters. Download this video.
http://www.segaarcade.com/movies/bff.mov
Polygons : 2 Million polys a sec
Shading : Phong Shading
Lighting : Horizontal, Spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces.
Effects : (at least) Fog, Depth Queueing, Stencil, Shadow, Motion blur
PC-Engine said:According to System16.com:
Hikaru uses 2 Hitachi SH-4s @ 200 MHz same one used in DC/NAOMI
GPU is a custom 3D chip from SEGA not PowerVR
SPU is same Yamaha chip found in DC/NAOMI
Main Memory : 64 Mbytes
Graphic Memory : 28 Mbytes
Sound Memory : 8 Mbytes
CIN said:And still no one really knows what the hell Hikaru is made of 100% :?
HARDWARE DESCRIPTION
CPU : 2 x Hitachi SH-4 128 bit RISC CPU with graphic functions @ 200 MHz 360 MIPS / 1.4 GFLOPS
Graphic Engine : Sega Custom 3D
Sound Engine : "Super Intelligent Processor", 32-bit RISC CPU (64 channels ADPCM) (possibly an ARM7 Yamaha AICA @ 45 MHz with internal 32-bit RISC CPU, 64 channel ADPCM, same as in Naomi)
Main Memory : 64 Mbytes
Graphic Memory : 28 Mbytes
Sound Memory : 8 Mbytes
Media : ROM Board (max 352 MBytes)
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Resolution : 24 KHz, 496x384, 31 KHz 640x480
Polygons : 2 Million polys a sec
Shading : Phong Shading
Lighting : Horizontal, Spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces.
Effects : (at least) Fog, Depth Queueing, Stencil, Shadow, Motion blur
Extensions : communication, 4 channel audio, PCI, MIDI, RS-232C
Others : Bitmap Layer x 2, Calender, Dual Monitor (24 kHz)
Connection : Jamma Video complient
Notes : This board was very expensive to produce and was only really designed for one game (Brave Fire Fighters) as it could do complex fire graphics. There were eventually only 6 games made for this system, and it was dropped in favour of the Naomi 2.
It was also the first arcade board to be able to do phong shading.
Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega’s Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision."
PC-Engine said:N2 has one SH-4 and the ELAN chip. Hikaru has two SH-4s and who knows what custom SEGA graphics hardware. I don't think Hikaru used any PowerVR tech, otherwise someone like Simon would know about it.
Fox5 said:BTW, I believe the naomi could do 1 million polys before tile based rendering is taken into account, if naomi2 is just two naomi2 chips than it would do 2 million, if hikaru does 2 million without taking tile based rendering into account than it is as powerful as naomi2 and possibly more so because of the efficiency of 1 chip versus 2.(would be very slight I suppose....anyone have any info on how the powervr multichip set up worked?) Well, it'd be weaker on the t&l and lighting I guess.
Fox5 said:PC-Engine said:N2 has one SH-4 and the ELAN chip. Hikaru has two SH-4s and who knows what custom SEGA graphics hardware. I don't think Hikaru used any PowerVR tech, otherwise someone like Simon would know about it.
I dunno, if sega could design their own graphics hardware like that, I don't think they would have needed to go to anyone else for the graphics chips for their consoles. Doesn't seem worth it to design their own graphics chip either when powervr tech probably could have done the job.
What you're thinking of is overdraw - not tile based rendering. And overdraw is usually mentioned in reference to fillrate (pixel drawing speed). Basically, PowerVR's performance is used exclusively on visible parts of the image, so none of the polygons it renders are later hidden by other polygons and lost. They're referred to as being fully-featured, and the CLX part (Dreamcast, Naomi) can do up to 7 million fully textured, lit and shadowed polygons per second.BTW, I believe the naomi could do 1 million polys before tile based rendering is taken into account,
Naomi 2 uses an ELAN geometry co-processor to drive T&L, and it therefore sustains complex conditions around 10 million polygons per second with six fully-featured lights.if naomi2 is just two naomi2 chips than it would do 2 million