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  • SEGA Lindbergh Arcade Board Naked - GPU Shown to be 2004-era GeForce 6 series

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    ~
    Sega's Lindbergh Arcade Board is shown, taken apart. Now we know it
    can be concidered a low to mid-range PC, with a single GeForce 6
    series (GeForce 6800 ?) GPU, circa 2004.
    This is not a surprise.
    It has been known since the middle of last year that Lindbergh used an
    Nvidia
    shader 3.0 capable GPU.
    The question was, did Lindbergh use the then-new NV47 / G70 / GeForce
    7800,
    or the older NV40 / GeForce 6800. well, now we know its an older GPU
    from 2004.
    along with a standard Pentium 4 CPU, this makes Lindbergh weaker than
    many of todays midrange PCs, and far weaker than highend PCs.
    Is Sega ever going to get serious about technology again with their
    arcade games?
    back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    living **** out of the most powerful PCs including those equiped with
    3Dfx Voodoo Cards in 1996-1998.
    now we have $1000 PCs and a $300-$400 console
    (with another $400-500 console on the way) that beats the most
    powerful
    Sega arcade hardware. sad!
    SEGA, where is the highend NAMI 3 or MDEL 4 ?
  • No.1 | | 1631 bytes | |


    <AirRaid1500@gmail.comwrote in message
    news:1143089124.065262.65180@

    ~
    --
    Sega's Lindbergh Arcade Board is shown, taken apart. Now we know it
    can be concidered a low to mid-range PC, with a single GeForce 6
    series (GeForce 6800 ?) GPU, circa 2004.

    This is not a surprise.

    It has been known since the middle of last year that Lindbergh used an
    Nvidia
    shader 3.0 capable GPU.

    The question was, did Lindbergh use the then-new NV47 / G70 / GeForce
    7800,
    or the older NV40 / GeForce 6800. well, now we know its an older GPU
    from 2004.

    along with a standard Pentium 4 CPU, this makes Lindbergh weaker than
    many of todays midrange PCs, and far weaker than highend PCs.

    Is Sega ever going to get serious about technology again with their
    arcade games?

    back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    living **** out of the most powerful PCs including those equiped with
    3Dfx Voodoo Cards in 1996-1998.

    now we have $1000 PCs and a $300-$400 console
    (with another $400-500 console on the way) that beats the most
    powerful
    Sega arcade hardware. sad!

    SEGA, where is the highend NAMI 3 or MDEL 4 ?

    maybe you forget, but when a mid range system like that can be fully taken
    advantage of with specific optimizations made particularly for that
    hardware, without having to worry about the LCDenominator, or overhead, and
    only having one specific setup of hardware, amazing things are possible.

  • No.2 | | 1547 bytes | |

    <AirRaid1500@gmail.comwrote in message
    news:1143089124.065262.65180@
    Is Sega ever going to get serious about technology again with their
    arcade games?

    Sega doesn't have the resources to design today's graphics chipsets with
    300+ million transisters. Neither does Silicon Graphics. SGI workstations
    now use ATi FireGL video cards.

    back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    living **** out of the most powerful PCs including those equiped with
    3Dfx Voodoo Cards in 1996-1998.

    They didn't. Arcade games running on Model 3 hardware got ported to
    Saturn with minimal loss of quality, from what I remember. The Saturn was
    was nowhere close to the performance of the Voodoo.

    now we have $1000 PCs and a $300-$400 console
    (with another $400-500 console on the way) that beats the most
    powerful Sega arcade hardware. sad!

    It's not sad. This is the way it's supposed to work - arcade machines using
    common off-the-shelf hardware and taking advantage of existing development
    tools. The Model 3, which costed over $10,000, was a commercial failure.
    Gamers were stiffed with hefty $2-a-game prices, yet many arcade owners
    still couldn't recoup their costs.

    (Indeed most Lockheed Martin commercial products were failures. The
    inefficient company survives on government defense contracts. But that's
    another story for another time)
  • No.3 | | 2529 bytes | |

    Sega doesn't have the resources to design today's graphics chipsets
    with
    300+ million transisters. Neither does Silicon Graphics. SGI
    workstations
    now use ATi FireGL video cards.

    That's true -- but Sega should be using the best that Nvidia or ATI can
    provide, not 1 year old technology at the time, which is now 2 years
    old.

    back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    living **** out of the most powerful PCs including those equiped with
    3Dfx Voodoo Cards in 1996-1998.

    "They didn't. Arcade games running on Model 3 hardware got ported to
    Saturn with minimal loss of quality, from what I remember. The Saturn
    was
    was nowhere close to the performance of the Voodoo."

    That has got to be the biggest bunch of bull**** I've heard in a year.
    First of all the Saturn did not get one single Model 3 game. Saturn VF3
    was canned. Since you probably meant Model 2 games, it is still
    bull****. Model 2 games were not 'ported' to Saturn with minimal loss
    of quality. Model 2 games were translated to Saturn with a MASSIVE,
    MASSIVE loss in quality everytime, dispite some translations being
    better than others. the Saturn had N genuine 3D polygon processing
    capabilities whatsoever. Saturn's 3D graphics was all hacked up, faked
    3D.

    Saturn *translations* or *adaptions* of Model 2 arcade games were not
    even remotely close to being as good as the arcade. not even VF2,
    dispite the fact that Saturn VF2 was running at the same framerate
    (60fps) and in higher res than the arcade, there was a massive
    reduction in the amount of (faked) polygons in the Saturn version. not
    to mention textures. even the MUCH closer Playstation2 emulation of
    VF2 is not as good as the arcade, with downgraded texture work.

    And don't even get me started about Daytona USA or even Daytona CCE.
    the Saturn versions were not even at 25% of the arcade game.

    in terms of 3D graphics, Saturn vs Model 2, it's like comparing a
    Hyundai to a Corvette, with Model 3 being a Ferrari

    you are right though about Voodoo vs Saturn though Saturn was
    nowhere near close to a Voodoo1 card, and a Voodoo1 was not as
    powerful as Model 2, dispite the fact that Voodoo1 had a more modern
    feature set (like Nintendo64). Model 2 had more polygon and texture
    pusing power.

  • No.4 | | 221 bytes | |

    >Arcade games running on Model 3 hardware got ported to
    >Saturn with minimal loss of quality

    i was gonna correct you on this one, but raid beat me to the punch.
  • No.5 | | 1103 bytes | |

    here are gamezero's comments on the martin marietta chip that powered
    the model 2 hardware. this is a news post from april of 1995:

    "We recently ran across some information regarding the internal
    hardware for coin-op games like Daytona USA, Desert Tank, and Virtua
    Fighter II. It turns out that one of the main components that makes
    these games so graphicaly stunning is a piece of hardware manufactured
    by Martin Marietta called REAL3D. REAL3D is a family of graphics
    engines based on technology developed for astronaut training and high
    performace combat sims. This hardware is capable up generating a
    minimum of 500,000 visible, textured polygons per second with 24-bit
    true color mapping Sounds great doesn't it? Well in a call with
    Martin Marietta, Ferrari Man learned all of this and more. It turns out
    that Sega never aquired the liscensing rights to include this hardware
    in it's Saturn consoles! So this leads to the question of how
    accurate the new coin-op translations will be on Sega's flagship
    system?"

  • No.6 | | 1813 bytes | |

    First of wrote:

    <AirRaid1500@gmail.comwrote in message
    news:1143089124.065262.65180@
    >Is Sega ever going to get serious about technology again with their
    >arcade games?
    >

    Sega doesn't have the resources to design today's graphics chipsets with
    300+ million transisters. Neither does Silicon Graphics. SGI workstations
    now use ATi FireGL video cards.
    >
    >back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    >and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    >living **** out of the most powerful PCs including those equiped with
    >3Dfx Voodoo Cards in 1996-1998.
    >

    They didn't. Arcade games running on Model 3 hardware got ported to
    Saturn with minimal loss of quality, from what I remember. The Saturn was
    was nowhere close to the performance of the Voodoo.
    >
    >now we have $1000 PCs and a $300-$400 console
    >(with another $400-500 console on the way) that beats the most
    >powerful Sega arcade hardware. sad!
    >

    It's not sad. This is the way it's supposed to work - arcade machines
    using common off-the-shelf hardware and taking advantage of existing
    development tools. The Model 3, which costed over $10,000, was a
    commercial failure. Gamers were stiffed with hefty $2-a-game prices, yet
    many arcade owners still couldn't recoup their costs.

    (Indeed most Lockheed Martin commercial products were failures. The
    inefficient company survives on government defense contracts. But that's
    another story for another time)

    The skunk works inefficient? RF,L. Maybe the rest of the company is but
    that's another story.
  • No.7 | | 3018 bytes | |

    dont' be fooled by that 300+ million transistor count

    3d engines are masively parallel you design a shader once and just cut &
    paste it in same thing for the pixel shaders, etc. The entire pipeline
    is just cut/paste. Add in cache and such and the acutal amount of design
    work is far, far less then you would think

    "Air Raid" <AirRaidJet@gmail.comwrote in message
    news:1143164108.771188.248070@
    Sega doesn't have the resources to design today's graphics chipsets
    with
    300+ million transisters. Neither does Silicon Graphics. SGI
    workstations
    now use ATi FireGL video cards.

    That's true -- but Sega should be using the best that Nvidia or ATI can
    provide, not 1 year old technology at the time, which is now 2 years
    old.
    >
    >
    >back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    >and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    >living **** out of the most powerful PCs including those equiped with
    >3Dfx Voodoo Cards in 1996-1998.
    >

    "They didn't. Arcade games running on Model 3 hardware got ported to
    Saturn with minimal loss of quality, from what I remember. The Saturn
    was
    was nowhere close to the performance of the Voodoo."

    That has got to be the biggest bunch of bull**** I've heard in a year.
    First of all the Saturn did not get one single Model 3 game. Saturn VF3
    was canned. Since you probably meant Model 2 games, it is still
    bull****. Model 2 games were not 'ported' to Saturn with minimal loss
    of quality. Model 2 games were translated to Saturn with a MASSIVE,
    MASSIVE loss in quality everytime, dispite some translations being
    better than others. the Saturn had N genuine 3D polygon processing
    capabilities whatsoever. Saturn's 3D graphics was all hacked up, faked
    3D.

    Saturn *translations* or *adaptions* of Model 2 arcade games were not
    even remotely close to being as good as the arcade. not even VF2,
    dispite the fact that Saturn VF2 was running at the same framerate
    (60fps) and in higher res than the arcade, there was a massive
    reduction in the amount of (faked) polygons in the Saturn version. not
    to mention textures. even the MUCH closer Playstation2 emulation of
    VF2 is not as good as the arcade, with downgraded texture work.

    And don't even get me started about Daytona USA or even Daytona CCE.
    the Saturn versions were not even at 25% of the arcade game.

    in terms of 3D graphics, Saturn vs Model 2, it's like comparing a
    Hyundai to a Corvette, with Model 3 being a Ferrari

    you are right though about Voodoo vs Saturn though Saturn was
    nowhere near close to a Voodoo1 card, and a Voodoo1 was not as
    powerful as Model 2, dispite the fact that Voodoo1 had a more modern
    feature set (like Nintendo64). Model 2 had more polygon and texture
    pusing power.

  • No.8 | | 3649 bytes | |

    Steve Muccione wrote:

    >dont' be fooled by that 300+ million transistor count
    >
    >3d engines are masively parallel you design a shader once and just cut &
    >paste it in same thing for the pixel shaders, etc. The entire pipeline
    >is just cut/paste. Add in cache and such and the acutal amount of design
    >work is far, far less then you would think


    Nothing like a modern CPU, that's for sure


    >"Air Raid" <AirRaidJet@gmail.comwrote in message
    >news:1143164108.771188.248070@
    >Sega doesn't have the resources to design today's graphics chipsets
    >with
    >300+ million transisters. Neither does Silicon Graphics. SGI
    >workstations
    >now use ATi FireGL video cards.
    >>

    >That's true -- but Sega should be using the best that Nvidia or ATI can
    >provide, not 1 year old technology at the time, which is now 2 years
    >old.
    >>
    >>

    back in the mid-to-late 1990s, Sega's Martin Marietta powered MDEL 2
    and Lockheed Martin powered MDEL 3 arcade boards kicked the ever
    living **** out of the most powerful PCs including those equiped with
    3Dfx Voodoo Cards in 1996-1998.
    >>

    >"They didn't. Arcade games running on Model 3 hardware got ported to
    >Saturn with minimal loss of quality, from what I remember. The Saturn
    >was
    >was nowhere close to the performance of the Voodoo."
    >>

    >That has got to be the biggest bunch of bull**** I've heard in a year.
    >First of all the Saturn did not get one single Model 3 game. Saturn VF3
    >was canned. Since you probably meant Model 2 games, it is still
    >bull****. Model 2 games were not 'ported' to Saturn with minimal loss
    >of quality. Model 2 games were translated to Saturn with a MASSIVE,
    >MASSIVE loss in quality everytime, dispite some translations being
    >better than others. the Saturn had N genuine 3D polygon processing
    >capabilities whatsoever. Saturn's 3D graphics was all hacked up, faked
    >3D.
    >>

    >Saturn *translations* or *adaptions* of Model 2 arcade games were not
    >even remotely close to being as good as the arcade. not even VF2,
    >dispite the fact that Saturn VF2 was running at the same framerate
    >(60fps) and in higher res than the arcade, there was a massive
    >reduction in the amount of (faked) polygons in the Saturn version. not
    >to mention textures. even the MUCH closer Playstation2 emulation of
    >VF2 is not as good as the arcade, with downgraded texture work.
    >>

    >And don't even get me started about Daytona USA or even Daytona CCE.
    >the Saturn versions were not even at 25% of the arcade game.
    >>

    >in terms of 3D graphics, Saturn vs Model 2, it's like comparing a
    >Hyundai to a Corvette, with Model 3 being a Ferrari
    >>

    >you are right though about Voodoo vs Saturn though Saturn was
    >nowhere near close to a Voodoo1 card, and a Voodoo1 was not as
    >powerful as Model 2, dispite the fact that Voodoo1 had a more modern
    >feature set (like Nintendo64). Model 2 had more polygon and texture
    >pusing power.
    >>

    >


  • No.9 | | 18298 bytes | |

    that's interesting, Pez D Spencer, but it is not QUITE correct.

    Model 2's chipset was pre-REAL3D. that is, the ancestor of Real3D.
    Although Model 2 *does* use much of the same technology that was later
    put into the Real3D chipsets.

    the various versions of Model 2, although different from version to
    version, basicly consists of an Intel 32-bit CPU, a bunch of DSPs from
    Fujitsu (and perhaps other DSPs) and some un-named custom, proprietary
    3D rendering chips / software API, etc from Martin Marietta (formerly
    GE Aerospace graphics). Sega got help from GE / MM for the Model 2
    project when Sega had trouble upgrading their Model 1 board.

    Model 2 was in development from probably 1992 to 1993. it was completed
    sometime in 1993. An early version of Daytona was demo'ed in summer or
    fall 1993. Then Daytona USA powered by Model 2 was released to
    arcades in early 1994, shortly after Namco's Ridge Racer hit arcades
    in late 1993. btw, Ridge Racer's System22 board also had DSPs, and
    an Evans & Sutherland 'TR-3' rendering chip/ chipset, which has
    certain advantages and disadvantages compared to the Martin Marietta
    powered Sega Model 2. Also, the Evans & Sutherland powered Namco
    highe-end System22 board has nothing to do with the Playstation-based
    low-end System11 board that powered Tekken, Tekken2, Soul Edge, etc.

    Sometime around 1995, Martin Marietta merged with Lockheed, thus
    forming Lockheed-Martin. Then Lockheed took all of the graphics
    technologies and engineers it had that were formerly at GE Aerospace
    and Martin Marietta, and put them under a single new company, REAL3D
    Sega and LM REAL3D worked in on the Model 3 board, though it was
    delayed a lot. Model 3 did not show up until May 1996 when Sega demo'ed
    Virtua Fighter 3. The game was not released until late 1996 in Japan.
    I didn't see one in my area in the U.S. until early 1997.

    So the point is, Model 2 used the forefather of REAL3D technology.
    Model 3 used actual highend REAL3D Pro-1000 chipsets.

    In addition to the Pro-1000, REAL3D produced a mid-range chipset called
    REAL3D-100. this is NT to be confused with the very low-end and
    disappointing 'Auburn' chip from 1997, which is better known as i740,
    jointly developed with Intel, which Intel used in their crappy
    intergrated graphics, and which Lockheed Martin Real3D sold to
    consumers in the Starfighter cards.

    The older but more powerful and better REAL3D-100 was not a consumer
    product, although it was SUPPSED to be according to announcements in
    1995. R3D-100 was supposed to be sold as a $180 graphics card that
    could upgrade Pentiums and even 486s, allowing them to provide stunning
    3D for the time.

    The Real3D-100 was ALS supposed to be the graphics subsystem of Sega's
    'Saturn2' which would've been either a new console for 1996 or used as
    an upgrade to the existing Saturn - either way, the R3D-100 powered
    Saturn2 was meant fight off the 3D-capable PS1 / N64. But the
    Lockheed R3D-100 based Saturn2 (upgrade or stand-alone console) never
    happened. but it apparently really was in development, or at the very
    least, a serious proposal by Lockheed Martin, or at request from Sega.
    It happened a few years before Sega developed two other new consoles in
    parallal -- the 3Dfx-based Black Belt, and PowerVR-based Katana --
    with Katana being selected, renamed Dreamcast, to become the approved
    successor to Saturn.

    (got side-tracked)

    The REAL3D-100, although NT as powerful as the REAL3D Pro-1000 used in
    Sega's MDEL-3 board, was still more powerful than the Sega MDEL-2
    board that used technology that was the ancestor to REAL3D. but
    REAL3D-100 was more powerful, offering 750,000 textured polygons and
    more features that MDEL-2 lacked. because Real3D-100 had its own
    on-board geometry engine, it did not depend heavily on the CPU to
    provide it polygon transforms. making the Real3D-100 of 1995 a more
    powerful chip than the 3DFX Voodoo of 1996 or PowerVR Series 1 (PCX1,
    PCX2).

    I don't by any means concider myself an expert on these things, nor
    extremely knowledgable. I'm just going off of memory of what I've read.

    here are some usenet posts from around 1995sorry if this seems like
    alot of reading, those that are interested, here it is.

    some of it comes from Next Generation magazine (and probably their
    sister publication, EDGE, as well)

    I remember reading several days ago from the latest issue of Next
    Generation about the 3D graphics accelerator cards from Lockheed Martin
    Corp. - the Real3D series. The article only mentioned the two earliest
    cards in the *scaleable* family line - the low-end Real3D/100 and
    high-end Real3D/1000. The R3D/100 (and I guess the 1000 too) is
    basically composed of a graphics, a geometry, and a textureprocessor,
    and will support GL and 3D-DDI. The cards will "only operate with
    PCI33Mhz interface."

    "LCKHEED ENTERS GRAPHICS BATTLE WITH ITS *$180* REAL3D PRCESSR: LMC
    has announced a PC-based [PCINLY] 3D graphics accelerator which it
    claims can move more polygons per second than any mainstream system
    currently available. The acceleratoris said to be able to move
    750,000 textured, shaded, depth-buffered, and MIP-mapped polygons per
    second, more than Sega's Model 2 arcade board, currently the most
    powerful board in the arcades. The Real3D technology is primarily a
    result of Martin Marietta's [1/2 of Lockheed-Martin] longstanding
    relationship with the defense industry. The firm was involved in NASA
    research during the '50s and '60s, and in the '70s and '80s went on to
    work for the US Defense Department on a variety of graphically
    intensive projects. The technology's basics were then applied to other
    fields: they helped to make Sega's Model 2 arcade board, with Martin
    Marietta supplying its texture-mapping chips and TARGET database
    generation system. LMC has invested more than $200 million in computer
    graphics research and now owns more than 40 patents in the field,
    including the 'unique anti-aliasing architecture' used in Real3D."

    Then it goes on to list ALT of specs of each chip component in the
    card, which look REALLY good :-) You gotta see the sample screenshots
    they showed (very, very good)! Anyway, LMC has annual sales of ~$23
    billion and employs more than 170,000 people (large company, to say the
    least).

    Next Generation magazine November 1995

    "Now Sega has conceded internally that Saturn will face tough
    competition from the Playstation and will not be able to match the
    onslaught from the Ultra 64 in 1996. Lockheed Martin has therefore been
    given the go-ahead to start work on Saturn 2, although it's not yet
    known exactly what form it will take. The current understanding is
    that the system will be a standalone console, but it's possible that
    Sega could save money by using the existing Saturn as an I/ device, CD
    drive and power supply. As with Sega's coin-op IG boards, Lockheed
    Martin will be concentrating on the graphics side of Saturn 2,
    providing a R3D/100 graphics chip which includes both a geometry
    processor and a graphics processor. It's quite possible that Hitachi
    will supply the front end (possibly PowerPC -based) - it was rumoured
    that Yu Suzuki and other Sega coin-op honchos had wanted Lockheed
    Martin to handle the whole project, but this was vetoed internally
    because of delays with LMC's development of the Model 3 IG board."

    USENET:

    "First, let me start off by saying I am going to be buying a Voodoo
    card. For low end comsumer grade flight sims and such, the Voodoo looks
    like about the best thing available. Second, I am not necessarily
    responding to just you, because there seems to be a hell of a lot of
    confusion about Lockheed Martin's graphics accelerators. I have been
    seeing posts all over the place confusing the R3D/100 with the
    AGP/INTEL project that
    L.M. is working on. The R3D/100 is *NT* the chipset that is being
    developed for the AGP/INTEL partnership.

    However, since your inference is that the Voodoo is faster than the
    R3D/100, I have to say that you are totally dead wrong. While the
    specs say that the Voodoo is *capable* of rendering a higher number of
    pixels per second, or the same number of polygons per second as the
    R3D/100, the specs fail to mention that these are not real world
    performance figures any you probably will not ever see the kind of
    performance that 3Dfx claims to be able to acheive. This does *not*
    mean that the Voodoo is not a good (its great actually) card, just that
    the game based 3D accelerator companies (all of them) don't tell you
    the whole story.

    The Voodoo uses a polygon raster processor. This accelerates line and
    polygon drawing, rendering, and texture mapping, but does not
    accelerate geometry processing (ie vertex transormation like rotate and
    scale). Geometry processing on the Voodoo as well as every other
    consumer (read game) grade 3D accelerator. Because the cpu must handle
    the geometry transforms and such, you will never see anything near what
    3Dfx,
    Rendition, or any of the other manufacturers claim until cpu's get
    significantly faster (by at least an order of magnitude). The 3D
    accelerator actually has to wait for the cpu to finish processing
    before it can do its thing.

    I have yet to see any of the manufacturers post what cpu was plugged
    into their accelerator, and what percentage of cpu bandwidth was being
    used to produce the numbers that they claim. You can bet that if it
    was done on a Pentium 200, that the only task the cpu was handling was
    rendering the 3D model that they were benchmarking. For a game,
    rendering is only part of the cpu load. The cpu has to handle flight
    modelling, enemy AI, environmental variables, weapons modelling, damage
    modelling, sound, etc, etc.

    The R3D includes both the raster accelerator (see above) and a 100
    MFLP geometry processing engine. Read that last line again. All
    geometry processing data is offloaded from the system cpu and onto the
    R3D floating point processor, allowing the cpu to handle more important
    tasks. The Voodoo does not have this, and if it were to add a geometry
    processor, you would have to more than double the price of the card.

    The R3D also allows for up to 8M of texture memory (handled by a
    seperate texture processor) which allows not only 24 bit texturemaps
    (RGB), but also 32bit maps (RGBA) the additional 8 bits being used for
    256 level transparency (Alpha). An addtional 10M can be used for frame
    buffer memory, and 5M more for depth buffering.

    There are pages and pages of specs on the R3D/100 that show that in the
    end, it is a better card than the Voodoo and other consumer and
    accelerator cards, but I guess the correct question is, for what? If
    the models that are in your scene are fairly low detailed (as almost
    all games are - even the real cpu pigs like Back to Bagdhad), then the
    R3D
    would be of little added benefit over something like the Voodoo.
    However, when you are doing scenes where the polys are 2x+ times more
    than your typical 3D game, the R3D really shines. The R3D is and
    always was designed for mid to high end professional type application,
    where the R3D/1000 (much much faster than the 100) would be too
    expensive, or just plain overkill. I've seen the 1000 and I have to say
    that it rocks!
    I had to wipe the drool from my chin after seeing it at Siggraph (We're
    talking military grade simulation equipment there boys, both in
    performance and price!)

    Now then, as I mentioned before, I'm going be buying the Voodoo for my
    home system, where I would be mostly playing games. But, I am looking
    at the R3D for use in professional 3D application. More comparible 3D
    accelerators would not be Voodoo, Rendition based genre, but more along
    the lines of high end GLINT based boards containing Delta geometry
    accelerator chips (and I don't mean the low end game base Glint chips,
    or even the Permedia for that matter), or possibly the next line from
    Symmetric (Glyder series), or Intergraph's new professional accelerator
    series."

    "The Real3D, as I understand it, is what powers the Sega Model 2
    hardware."

    reply:

    "The R3D/100 is said to be quite a bit more powerful. I know specs can
    be pretty meaningless, but Lockheed-Martin rates it at around 750,000,
    32bit RGB color depth,24 bit z-buffered, Gouraud shaded, textured,
    anti-aliased, clipped and stenciled, 25 pixel triangles/second.

    The Model 2 board is rated to do around 300,000 textured polygons a
    second."

    (1995)

    Lockheed Martin 3D Graphics Accelerator offers real-time PC visual
    system

    performance.

    Bethesda Maryland, March 20- Lockheed Martin announced today it is
    entering the 3D graphics PC market with a high-performance chip set
    based on real-time computer image generation technology that gives a
    combination of dynamic response and realism previously available only
    on dedicated graphics workstations and high end custom image
    generators.

    The Real3D(tm) brand name will be applied to a series of commercial and
    consumer computer graphics products. The first product, R3D/100, is a
    graphics accelerator that provides high throughput, high realism and
    sustained real-time 3D graphics response. Key performance attributes of
    the chip set include an embedded 100 MFLPS geometry processor, pixel
    write rates of up to 33 million pixels per second, up to 750k polygons
    per second, line processing up to 1.5 million per second, and provides
    up to 192 color texture maps (128x128 mipmapped) in real-time. This
    performance eliminates the jerky visual movement found in graphics
    products that operate at less-than-real-time rates.

    "Real3D(tm) products set a new price performance standard in such areas
    as architectural and computer-aided design, object modeling, gameware
    development, simulation and real-time visualization," said John Lenyo,
    Commercial Visual Systems Business Development Director for Lockheed
    Martin Information Systems Co. "Systems running Real-3D-based boards
    will be able to function as supercharged graphics accelerators that run
    3D graphics applications in real-time."

    The new product is an outgrowth of Lockheed Martin's proprietary
    computer graphics technology previously used in high performance
    military simulation, engineering research and training applications
    first developed for astronaut training and military flight simulators.
    The company has invested more that $200 million in research and
    development in this product area and owns more than 40 related patents
    in the field.

    Lenyo attributes much of the development success of the new commercial
    PC product to experience gained in a highly successful adjacent
    application developed for Sega Enterprises, Ltd - the Model 2 Computer
    Graphics System. Model 2 is the host hardware platform for Sega's
    latest generation of high performance arcade games. First released in
    February 1994, Sega has shipped over 33,000 Model 2-based arcade games
    such as the
    top-selling Daytona USA(tm), Desert Tank(tm), Virtua Cop(tm), Virtua
    Fighter II(tm), and virtual reality theme park ride system, VR-1(tm).

    Lockheed Martin's R3D/100 chip set provides faster processing through
    its patented hardware design which incorporates geometry processing,
    rasterization and texture mapping. The R3D/100 embedded floating point
    geometry processor removes significant processing burden from the host
    CPU. The patented texture processor applies color mipmapped texture to
    polygons in true 3D corrected perspective.

    Designed as a true polygon processor with texture processing and
    scaleable texture memory from the outset, the R3D/100 chip set includes
    dedicated hardware acceleration of mipmapped texturing that provides
    continuous high fidelity image quality. This chip set simulates
    spotlights, fog and realistic curved surfaces. Additionally, improved
    image quality is provided with multi-pass anti-aliasing.

    The R3D/100 chip set directly interfaces with Microsoft 3D/DDI and
    supports all 3D/DDI-compliant APIs, such as GL(tm) and comes with
    device driver software and a device driver kit."

    post about Daytona USA arcade

    "it is based on Real3D chipset"

    reply:

    "For the LAST TIME: IT IS *NT* BASED N THE Real3D CHIPSET!!!!!!!!!!
    The chipset is the next generation of technology from the Model 2 board
    used by sega. If it used the chipset, don't you think it would be anti-
    aliased? Get your information right before spouting it out.
    - Rich "

    "What hardware is there inside the arcademachine that runs
    : Daytona from SEGA?"

    reply:

    "Hello Jonas:

    I work for Lockheed-Martin in the game development group. We build
    the boards used in several Sega games (Daytona, VF, VF2).

    Daytona uses the Model 2 board. It's not *exactly* the same as the
    Real-3D chipset (as a previous poster had said), but it's in the same
    family. VF1 used the Model 1 board, while VF2 uses the Model 2. The
    biggest difference between the two is, as you say, the texturing
    capabilities. The Model 2 is also used in Desert Tank, the first game
    done by our in-house Lockheed-Martin development team.

    The texture mapping is all done in the hardware using an onboard
    coprocessor specifically designed to push polygons around. The top
    speed of the board is somewhere around 250,000-300,000 textured
    polygons per second. "

  • No.10 | | 752 bytes | |

    i've never heard any reference to a "saturn 2" and i don't trust next
    generation because they published blatant lies and half-truths in every
    one of their issues. the lie that i had the biggest problem with was
    when they stated that the virtuality system for the atari jaguar
    ABSLUTELY PSITIVELY NEVER EXISTED. this is not true at all, because
    i actually had an opportunity to play missle command 2000 on the system
    in the presence of two virtuality reps and ron beltramo of atari at e3
    1995. i think the confusion about that started because they didn't
    show the system on the show floor only showed the stand-up
    virtuality systems running zone hunter.

    oh, and it was ****ing awesome!

  • No.11 | | 146 bytes | |

    oh, maybe the specs and schematics gamefan.com posted a bit before
    their demise was the satrun 2it ran on hitachi chips, too
  • No.12 | | 449 bytes | |


    Pez D Spencer wrote:
    oh, maybe the specs and schematics gamefan.com posted a bit before
    their demise was the satrun 2it ran on hitachi chips, too

    nope. what whatever GameFan had, they were publishing rumored /
    reported (or made up) specs for Black Belt, Dural and Katana.

    oh, but they DID publish some info on the Saturn upgrade which was
    supposed to be using Real3D-100, as Next Generation reported.

  • No.13 | | 2426 bytes | |

    well, if you've never heard of any reference to Saturn 2, you must not
    have been reading enough back in the mid to late 1990s.

    EDGE magazine and Next-Generation were pretty reliable back then. much
    more so than GAMEFAN or even EGM.

    the fact is, MANY MANY magazines and website reported on a Lockheed
    Martin Real3D-based Sega system, to either upgrade the Saturn or
    replace it. sometimes it was called Saturn2, sometimes it went by
    other names, but just because YU have not heard of it, and just
    because YU don't trust Next Generation, does NT mean it NEVER
    EXISTED.

    The FACT is, Lockheed Martin Real3D *was* in talks with SEGA to
    provide technology for a home console platform (or upgrade).

    quote:

    Real3D and 3dfx

    "With the collapse of the NVIDIA deal, Sega started looking for another
    partner and eventually hooked up with Real3D, then a subsidiary of
    Lockheed Martin. This seemed like a good match as Sega had worked with
    Real3D on the development of the Model 2 arcade machine, and would
    later work together again on the Model 3. The console chip would likely
    have been at the same performance level or just slightly below Real3D's
    PC chip, the Intel i740.
    The console was codenamed "Black Belt". Sega reasoned that casual
    gamers could get a "white belt" gaming system such as a PC, but real
    gamers would want something better, a "black belt" system.

    Although there were discussions between Real3D and Sega, Real3D never
    made any silicon for the Black Belt. 3dfx had beaten Real3D by offering
    better performance and a more robust feature set. , Real3D
    stated that the business model for the console market did not create a
    win-win situation with Sega as it did in the high-end arcade market."

    quote:

    "HGN: Given the nature of your relationship with Sega, we'd like to
    know if Real3D was ever approached to work on Sega's next home system?
    If so what happened? If not, than why do you think you weren't asked,
    especially considering the work that you've done with their arcade
    boards.

    Real3D: We had some preliminary discussions with Sega regarding the
    home console market, but both companies agreed the business model for
    the console market didn't create a win-win situation like we have in
    the arcade market."

  • No.14 | | 83 bytes | |

    well, i guess that's the end of my part in this discussion.
  • No.15 | | 1580 bytes | |


    Pez D Spencer wrote:
    i've never heard any reference to a "saturn 2" and i don't trust next
    generation because they published blatant lies and half-truths in every
    one of their issues. the lie that i had the biggest problem with was
    when they stated that the virtuality system for the atari jaguar
    ABSLUTELY PSITIVELY NEVER EXISTED. this is not true at all, because
    i actually had an opportunity to play missle command 2000 on the system
    in the presence of two virtuality reps and ron beltramo of atari at e3
    1995. i think the confusion about that started because they didn't
    show the system on the show floor only showed the stand-up
    virtuality systems running zone hunter.

    oh, and it was ****ing awesome!

    more:

    quote:

    "It is revealed that Lockheed Martin had submitted several plans for a
    new console over the previous year. In the end, Sega decides to design
    its own console. "

    http://www.tinyurl.com/c5rk7

    quote:

    "As soon as any console is launched, work is usually underway on a
    replacement but the Saturn's troubles gave this process an unusual
    urgency for Sega. By 1995, reports surfaced that US defence
    contractors Lockheed Martin Corp. were already deep into the
    development of a replacement, possibly even with a view to releasing
    it as a Saturn upgrade. There were even claims that during Saturn's
    pre-launch panic a group of managers argued the machine should simply
    be scrapped in favour of an all-new LMC design."

  • No.16 | | 757 bytes | |

    >sometimes it was called Saturn2, sometimes it went by
    >other names


    well, i now have come to a conclusion on one aspect of this discussion:
    you are a ****ing troll.

    did you think i wasn't going to read all those links? not one ****ing
    person of any importance at all even hints at anything called the
    saturn 2or the Saturn2or whateverthe**** you call it. someone
    mentions that designation once, but he's just some **** named stuart
    wynne. who the **** is stuart wynne?

    i'll say it again: i've never heard of anyone refer to anything as
    "saturn 2." this has nothing to do with the argument about dural,
    black belt, katana, dreamcast, whatever

  • No.17 | | 200 bytes | |

    well, if you so willing to dismiss everything I've said, and linked
    too, I can just write you off as an ignorant ****, who I will not waste
    any more time on.
    bleh,
  • No.18 | | 1808 bytes | |


    Pez D Spencer wrote:
    >sometimes it was called Saturn2, sometimes it went by
    >other names
    >

    well, i now have come to a conclusion on one aspect of this discussion:
    you are a ****ing troll.

    did you think i wasn't going to read all those links? not one ****ing
    person of any importance at all even hints at anything called the
    saturn 2or the Saturn2or whateverthe**** you call it. someone
    mentions that designation once, but he's just some **** named stuart
    wynne. who the **** is stuart wynne?

    i'll say it again: i've never heard of anyone refer to anything as
    "saturn 2." this has nothing to do with the argument about dural,
    black belt, katana, dreamcast, whatever

    I have also come to the conclusion that you are just a thick-headed
    dumb****.

    the Saturn2 name has been used by a number of sources. some I showed,
    some I didn't

    but the NAME Saturn2 is not that important

    the 'Eclipse' may or may not have been the name for the same
    thing a LM Real3D-based Sega home videogame system was also
    reported to go under the name Mercury and Pulto, by EGM actually
    one was a LM Real3D upgrade for Saturn, the other was a LM Real3D
    next-gen console to totally replace Saturn, EGM said they would both
    come out, even though neither did.

    It was not just some random rumor printed by one or two sources, it was
    WIDELY reported in many magazines and webpages in 1995, 1996 and early
    1997 before it became apparent that Sega would not be using Lockheed
    Martin Real3D in a console.

    so just shut up about things that you are totally ignorant of, just
    because YU have not heard of them or don't believe it.

  • No.19 | | 1422 bytes | |

    i can just picture you sitting in front of your computer with some
    recursive loop of fury steaming and buildingpicking at you and
    irritating you until you have to make just one more comment on the
    subjectsay just one more thing to put me in my place.

    the point is this: no one of any importance had ever referred the
    follow-up to the saturn as Saturn2. the point is not whether or not
    anyone was talking about the successor to saturn, but whether or not
    the comment that i made to set you off in your spiral of insanity was
    true. as i said, it is true when i said that "i've never heard any
    reference to a "saturn 2" and i don't trust next
    generation." i've read through all your references, which i thought
    you had posted to bolster your argument about the nickname you seem to
    have assigned to a piece of sega equipment, and, again, the only person
    who refers to the saturn succesor as saturn 2 is stuart wynne. who
    stuart wynne is, i have no idea.

    that being true, as it is, i still don't understand why you're getting
    so worked up.

    the statement you made:

    "well, if you've never heard of any reference to Saturn 2, you must not

    have been reading enough back in the mid to late 1990s."

    was simply combative.

    wait, i think i've figured out the mysteryYU'RE STUART WYNNE!

  • No.20 | | 1823 bytes | |

    Air Raid wrote:
    "They didn't. Arcade games running on Model 3 hardware got ported to
    Saturn with minimal loss of quality, from what I remember. The Saturn
    was
    was nowhere close to the performance of the Voodoo."

    That has got to be the biggest bunch of bull**** I've heard in a year.
    First of all the Saturn did not get one single Model 3 game. Saturn VF3
    was canned. Since you probably meant Model 2 games, it is still
    bull****. Model 2 games were not 'ported' to Saturn with minimal loss
    of quality. Model 2 games were translated to Saturn with a MASSIVE,
    MASSIVE loss in quality everytime, dispite some translations being
    better than others. the Saturn had N genuine 3D polygon processing
    capabilities whatsoever. Saturn's 3D graphics was all hacked up, faked
    3D.

    I've got to call bull**** on this, it's taking popular rhetoric to
    a new low. Neither the PS1 nor the Saturn used polygons in the way
    consoles from the N64 on did, or cards from the 3Dfx on did. This is
    true. To make matters worse, Saturn white docs refer to its rendering
    method as using "sprites" in 3D, and the Saturn only used quadrilaterals
    rather than the (now) industry standard triangles. However, "No genuine
    3D processing" would equate to the Doom engine which has no Z axis.
    The Saturn could generate graphics in 3D as well as anything released
    within 2 years of it. With that said, the Model 2 had everything,
    including the PS1, N64 and every PS1 or N64 related arcade board,
    absolutely flattened in technical capabilities. The fact that any Model
    2 arcade games made it to the Saturn in *good* form (Sega Rally, Daytona
    CCE, Virtual ) is saying nothing but positive things about the
    Saturn's "fake" 3D capabilities.
  • No.21 | | 176 bytes | |

    Pez D Spencer wrote:
    who the **** is stuart wynne?
    He used to write for Zzap64 back in the day sifnt know who Stuart Wynne
    is, ****ing noob.
  • No.22 | | 627 bytes | |

    Pez D Spencer wrote:

    >>sometimes it was called Saturn2, sometimes it went by
    >>other names

    >
    >well, i now have come to a conclusion on one aspect of this discussion:

    you are a ****ing troll.

    Ya' think? This "Air Raid"/"Radeon350" is constantly cross-posting
    spam and *constantly* nym-shifting to avoid kill-files. Here's a list
    of 'nyms he's used in *this thread alone*

    AirRaid1500@gmail.com
    "Air Raid" <AirRaidJet@gmail.com>
    "Air Raid" <AirRaid1500@gmail.com>

  • No.23 | | 604 bytes | |

    >>sometimes it was called Saturn2, sometimes it went by
    >>other names

    >
    >well, i now have come to a conclusion on one aspect of this discussion:

    you are a ****ing troll.

    Ya' think? This "Air Raid"/"Radeon350" is constantly cross-posting
    spam and *constantly* nym-shifting to avoid kill-files. Here's a list
    of 'nyms he's used in *this thread alone*

    AirRaid1500@gmail.com
    "Air Raid" <AirRaidJet@gmail.com>
    "Air Raid" <AirRaid1500@gmail.com>

    Bingo

    Bel
  • No.24 | | 2486 bytes | |

    Air Raidwrote:

    That has got to be the biggest bunch of bull**** I've heard in a
    year.
    First of all the Saturn did not get one single Model 3 game. Saturn
    VF3
    was canned. Since you probably meant Model 2 games, it is still
    bull****. Model 2 games were not 'ported' to Saturn with minimal
    loss
    of quality. Model 2 games were translated to Saturn with a
    MASSIVE,
    MASSIVE loss in quality everytime, dispite some translations being
    better than others. the Saturn had N genuine 3D polygon
    processing
    capabilities whatsoever. Saturn's 3D graphics was all hacked up,
    faked
    3D.

    Saturn *translations* or *adaptions* of Model 2 arcade games were
    not
    even remotely close to being as good as the arcade. not even VF2,
    dispite the fact that Saturn VF2 was running at the same framerate
    (60fps) and in higher res than the arcade, there was a massive
    reduction in the amount of (faked) polygons in the Saturn version.
    not
    to mention textures. even the MUCH closer Playstation2 emulation
    of
    VF2 is not as good as the arcade, with downgraded texture work.

    And don't even get me started about Daytona USA or even Daytona
    CCE.
    the Saturn versions were not even at 25% of the arcade game.

    Hmm. The only way this makes any sense at all is if you're confusing
    the parallel scrolling backgrounds used in some Saturn fighters (VF2,
    Last Bronx, maybe VF Kids and Fighters Megamix - not sure) with every
    other model 2 game released on the console. Even then, Last Bronx had
    a lot of 3D in the backgrounds, and Fighters Megamix of course had the
    walled/caged arenas - all 3D.

    maybe you're talking about sprites used in FPS games for enemies
    and objects? If so then yes, Duke Nukem, Doom etc. did do that. But
    what about Quake's full-3D engine? I assume you forgot about that
    game?

    Saturn 3D was fine. Yes, the quality of the graphics when compared to
    the model 2 originals were poor, with lower resolution textures, less
    polygons etc., but the 3D was very real. I could ask you to back up
    your idea by explaining how games with 3D movement worked without
    real 3D, but I'll save you the embarassment.

    Check out

    for a look at Shenmue running in FULL 3D on Saturn. A little digging
    reveals that this was running on a stock Saturn with no booster
    cartridges or anything like that.

Re: SEGA Lindbergh Arcade Board Naked - GPU Shown to be 2004-era GeForce 6 series


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