The Naomi2 obviously included a reasonable amount of RAM because it was an arcade system. Arcade machines can usually pay for themselves in a month. They are meant to be better than home systems.chap said:Naomi2? Is that the SEGA arcade cabinet running VF4? If it is, you guys have to realize that it had buttloads of RAM. Something which is not too cost efficient for home consoles.....
Compare the Naomi1 and DC. In terms of CPU and GC, they are identical, but the former has far more memory because they can afford to put more in. In terms of ports, however, what usually happened is that the DC version would use texture compression more agressively (eg 75+% of textures).
BTW, PC-Engine is correct in pointing out that N2 uses SDRAM.
I think it only had 32Mb of VRAM, and I can't remember the other numbers.AFAIK, N2 had 32mb main RAM, 2 x 32MB VRAM, 32MB data memory and 8MB of sound memory.
I'd love to comment but that would not be appropriate....PC-Engine said:PS2 sold for $300 and SONY was losing $150 per unit at launch which means about $450 to manufacture. By that time DC was already down
The N2/Elan system was finished a long time before its public launch.V3 said:And it also remained me most/all N2 based games is released around mid 2001. And N2 technology was showcase with some early demo, in mid/late 2000, when everyone was complaining about the jaggieness of PS2. PS2 hardware was showcase in 1999.
N2 probably can't be mass produce or release in early 2000. PS2 was already late, they were planning for 1999 released.
It had a single CPU and I don't think (but I could be wrong) that it had that amount of RAM. BTW just because a system can address a certain amount of memory doesn't mean that it has to be fully populated.chap said:Look at it this way, even DC could not match N1 amount of RAM. N2 had 2 CPU and 2 GPU and 136mb of RAM.
Ignoring RAM for the moment, you haven't considered silicon area. You'd be surprised how small that figure is compared to the monster that is PS2.Looking at that, PS2 isnt that bad in some areas. It could be so much better if the amount of RAM was doubled. But the bang/buck is not too efficient for home systems.
Funnily enough, there was a requirement for something that wouldn't suddenly slow to a crawl when a reasonable number of lights, and this includes lights of reasonable complexity, were enabled. The GF1 soon ran out of steam - its T&L unit is best described as having a lowercase L.benskywakker said:As far as using the Naomi2 hardware, check what the non lit or single light poly throughput is for the hardware. Considering the typical amount of HW lights used, I don't think picking a platform that couldn't keep up with a GeForce1 would be a good idea.
Again, why? I don't recall any law saying "a console game must not have any overdraw".the effective fillrate is useless to discuss, this is a console not a PC. When you remove the need for bandwith to fill fillrate PVR's technology loses a lot. It is cheap, doesn't use many transistors and uses a lesser amount of bandwith for rasterization then an IMR. None of those are major factors to a console. Poly throughput most certainly is,
Anyway, I've had enough of this and I've just run out of lunchtime.