Saturn can push 1,000,000 polys, however, by todays standards the sacrifices made to do that would not be acceptable. the only effects really used in Saturn Shenmue were textures, and the game ran at about 15 fps in low-rez.
Saturn Shenmue doesn't look that great imo, it's just the fact that the artwork looks so incredibly close to the DC version and the size of some areas shown (like the warehouse) look neat - but the video is really dark and you can't really see just how much is filling the warehouse. For all we can see it's just a giant roof.
As for Saturn VF3 AM2 using the latest and greatest Saturn development system (SGL 3.02 i believe it was called) was able to get a graphically near perfect port. few sacrifices were made, it ran at 30 fps in low-rez, and a few other small details were removed from clothing. The 64-bit upgrade card was originally required for this game but AM2 using SGL 3.02 found that the Saturn was far more powerful than originally thought running VF3 at 750,000 polys.
Judging by the screenshots at that site linked earlier, it is certainly not graphically near perfect.
And we've gone from 1M to a much more realistic 750K... what's your next downgrade?
One reason the Saturn can do this is that the Saturn doesn't use triangles for graphics like the PS1, but uses squares, this is also why the Saturn got crappy PS1 to Saturn ports.
Actually, you should say it uses Quads, not squares - squares would be INSANELY limited from a 3D graphics standpoint. 😉
And Quads take MORE calculation than triangles, sweetie. The point is, you can get away with fewer Quads than triangles in a given scene, and get the same look.
SGL 3.02 made it easy to develop Saturn games, in addtion unlocked an enourmous amount of possibilites with the capabilites of the Saturn. unfortunatly the it came out too late, and the Saturn was discontinued in Japan. Only a few games began development on SGL 3.02, and only VF3 was finished. The final gold copy was done and sent to the plant for mass production, but SEGA Japan at the last minute decided to cancel the game because they were afriad it might hurt the DC version VF3tb (this version wasn't even done by AM2, and why it's not arcade perfect).
I somehow doubt it was made "easy" but probably a LOT easier than it used to be. I mean, damn, if SGL 3.02 was such a 'Miracle Potion', why didn't they try and at least get that last round of games to appear? >_>
Well now you know the Saturn was far better than expected once all processors were put to their true potential. And maybe the N64 is also capable of more, but not the Playstation.
I already knew the Saturn was better than expected. In fact, I tend to expect a lot from heavily multiprocessor environments - the right coding practices can result in CRAZY benefits. Same with great art direction. Just look at Panzer Dragoon Zwei, PDS, and Duke Nukem 3D/Quake... (<3Lobotomy<3)
well first off you're right, the recent PS2 games do look better than most DC nearly all DC games, but also the PS2 developers have had time to learn it better. The DC's lifespan was far too short, and the games that are still coming out don't really test it's 3D capabilities.
Um... ok? I somehow doubt that. DC is a lot like PS1, and PS1, while it did improve quite a bit over its lifetime, didn't suddenly look worlds better than N64 (for example, Quake2 looks better on N64 than on PS1, and that's a pretty late game).
About 300Mhz, a max of about 10,000,000 polys (with all effects on), 32MB of RAM, 4MB of VRAM, no texture compression, anti-alising only at software level
10M polys with effects? That's a lovely load of crap. If you're going to immediately go on to list the maximum for PVR2DC's setup engine, which the SH-4 can't possibly keep maxed out, then at least be more "realistic" with your PS2 estimate. I'd put a number probably closer to 25,000,000 to maybe 30M as a theoretical 'in-game' max. Games are already pushing 15-20M today, and there's still plenty of room to improve (apparently only like 1% of PS2 games use VU0 in micro-mode AT ALL).
PS2 also has texture compression, though it's more limited - 4- and 8-bit CLUT. PS2 is much more complex than you make it sound, sweetie.
And finally, the anti-alisaing isn't "software", it's simply "Ordered-grid supersampling". INCIDENTALLY THE DREAMCAST USES THIS SAME METHOD. >_>
200Mhz, a max of 8,003,000 polys (with all effects on), 16MB of RAM, 8MB of VRAM, 5:1 texture compression ratio, anti-alising at hardware level (better)
200MHz processor with only ONE part, compared to PS2's 300MHz with three processors - AS YOU ALREADY POINTED OUT, MULTIPROCESSOR ROCKS.
8,000,000 is the maximum the PVR2DC's setup engine can process for rasterisation. There's simply no way the SH-4 can keep crunching THAT many polys. The most any game managed was Test Drive Le Mans, at ~4-5M peak... a far cry from your 8M number. Oh, and the 8M number is with no effects - it's the highest the GPU can accept already-transformed polys. You do a good job sounding like you know what you're talking about, but you don't. >_>
Hell, you don't even get the compression ratio right. VQTC can easily run 8:1 compression.
And anti-aliasing "at the hardware level" doesn't do shit if you have no extra fill rate to work with (PowerVR cores are NOTORIOUS for having puny fill-rate but awesome efficiency), and especially doesn't help if you're USING THE SAME METHOD.
I repeat. Dreamcast and PS2 use the same method to perform AA. DC has a better scan-out filter and a much better output format (VGA 640x480, woot), though.
The PS2 is faster (Mhz) and can build larger levels with more on screen (RAM and polys), but the DC is not far behind in those aspecs, and can produce 10 times as many textures (VRAM, and texture compression), in addtion the graphics get cleaned up better with anti-alising at the hardware level.
The PS2 isn't only faster in clock speed, it's also using a CPU that's a tad more efficient (MIPS > SuperH, thank you very much), and has TWO, count 'em, TWO vector units chugging along with it.
DC can't produce ten times as many textures, because PS2 can perform almost as efficient texture 'squashing' with CLUT (4-bit vs. 2-bit - at this point, it's up to the artists to use the available colours effectively), and keep in mind the GIF-to-GS bus that is insanely low-latency and runs 1.2GB/sec - enough to refill PS2's VRAM over, and over, and over, and over, and over, and over, and over, and over again... and still barely tap the bus. It's a shame it's so hard to get the transfer timing right (according to some guys at Naughty Dog - see also Jak II as proof it's possible).
And... once again, how the rasteriser achieves the AA process is irrelevant if both cores are using IDENTICAL methods. It's especially irrelevant when one of them has more than TEN TIMES the fill-rate of the other one.
I don't think it's too fair too call one better than the other in terms of power, they should be judged by the games that you like.
I have to agree here, it's best to judge a system based on games, but to say Dreamcast can compare to PS2 on a pure hardware level... is foolish, now that PS2's architecture has preeeeetty much proved itself, much like Saturn was -JUST- short of doing.
The only way Dreamcast can compare to PS2 from a hardware standpoint is when the artists pull off creative, spiffy stunts.
Oh, and don't you ever fucking dare baby me like that again.