Numbers then! The polycount of Dead or Alive 2 Limited in-gameplay characters on Dreamcast ranges from 8000+ to 9000+ triangles (that basically tops the full Tekken Tag Tournament on PS2 where most are below 7000), with full 3D arenas (to be fair though, to actually play tag you could only be in a simpler arena).
Lei Fang, black outfit, 8.884 polygons
Helena, (outfit 6), 9.246 polygons
TTT PlayStation 2
Jim Kazama, 6.534 polygons
Ling Xiaoyu, 6.755 polygons
Virtua Fighter 4 models on PS2 are around 7000 (on the Arcade double that, huge downgrade) so DC could have had a port even if the VF3tb port faltered (like I said, older modeling techniques & wasted polygons, some VF3tb DC characters do have over 7000 polys and it has Tekken 4-esque uneven arenas!).
Dead or Alive 2 Limited DC = 47,371 tris per frame @ 60 fps = 2.8 million polygons per second.
SoulCalibur DC Cervantes vs Siegfried: 28,611 tris per frame x 60 fps =1.7 mpps. As I said, it's an older fairly modest game, as good as it was for the time. Just a rushed remaster of the PS1-esque original arcade version. Again, art simply trumps specs.
Broken Destiny PSP: Cervantes vs yoshimitsu = 16,845 tris per frame (characters are around 3000-4000 each) x 60 fps = 1 mpps
Tekken 5 PSP: Lei vs Xiaoyu = 17,231 x 60 fps = 1 mpps
TTT PS2: 39,850 tris per frame x 60 fps = 2.3 mpps (you never see more than 2 characters on screen for special attacks or throws or whatever, one has ALWAYS swiftly left when the teammate tags in, unlike DOA2)
TTT PS2: 24,874 tris per frame x 60 fps = 1.5 mpps
Virtua Fighter 4 PS2: 40,771 tris per frame (again the characters aren't super high poly sitting closer to TTT than DOA2 but due to the awesome 3D scenery, even if not multi tiered like DOA2's, and deformable snow and stuff, it peaks well) x 60 fps = 2.4 mpps
An example of how low the people are in quality in Yakuza 2: 36,028 tris per frame x 30 fps = 1.08 mpps
An example of how shitty the art can be on the Dreamcast despite high polygon counts: 49,563 tris per frame x 30 fps = 1.4 million polygons per second (Time Stalkers, a passable JRPG worth it for the awesome mini dungeon crawler you can download and play on your VMU, the culprit for its dead battery in my case)
PS2 version of RE4: 17,680 tris per frame x 30 fps = 530K pps (tons of culling compared to other versions where the same scene pushes over 1m pps)
Metal Gear Solid 2 Tanker: 24,904 tris per frame x 60 fps = 1.5 mpps
Star Wars Episode 1: Jedi Power Battles Dreamcast = 43,014 tris per frame x 60 fps = 2.58 mpps (once again with the shit art and wasted polygons all over)
3rd Birthday various asset polycounts here. They're all SUPER LOW. But it looks damn good, once again because art. Duh.
In short, no, you can't just eyeball this shit by what looks good to you (and claim Yakuza 2 looks like Shenmue). More aesthetically pleasing doesn't mean more demanding. Though it's clear PS2 could do more complex rendering/lighting/great framebuffer effects and so on and so forth. So its strengths were in different places than DC on top of polygon counts. And it did eventually take way better advantage of evolving know how in development so that cases like that Time Stalkers on DC or Jedi Power Battles above weren't so shit. Or, well, they were, but it also got the way better shit everyone praises. All sourced from this thread, lots more info there.
Is he a model from another game? What? I ll kill you re!!! :razz: Better you said nothing :lol:
forum.beyond3d.com
Edit: Btw your quote (sourced from my link above, don't act like I hid it) unlike these FACTS AND NUMBERS, just paraphrases crazy PR claims of yore as just that, crazy PR claims. And yet you take a random's statement on the internet as gospel and quote it while going lalalalalala I can't read numbers, you're wrong!
As for open worlds, how about some "robust" 60fps? No dodgy shooting is an improvement if you ask me but it's subjective. Anyway, loads of traffic, pedestrians & some great vistas all heavily reduced on PSP's <30fps. Pointing to Headhunter to say DC can't do it is like pointing to No More Heroes to say Wii can't.
Oh lookidat, dynamic day/night, weather changing from dry to rain & back with 24 cars, faux reflections on the body and wet track, camera droplets etc. Just because it wasn't in an earlier video doesn't mean the game doesn't do all this shit I explained. Bonus flight siming, the footage isn't but the game is 60fps.
It's from the same developer as your precious Grand Prix Challenge which naturally is further refined and tailored to the PS2's strengths. That developer also claimed Le Mans pushes 5 million polys per second on DC & that's why you should take 15 mpps on PS2 with a mountain of salt rather than as gospel, lol.
Ratchet & Clank pushed its great poly numbers by only using 2bit (4 color) and 3bit (8 color) textures among other things. That game was released after GPC on PS2 and required these huge sacrifices to hit (if true) 6 mpps. But nope, let's accept the 3rd party wizards that made GPC sacrificed nothing and hit 15!
TL;DR, nothing on PSP, not even your precious tech demos, comes close to the ballpark of the best above, where DC easily matches contemporary visually wonderful PS2 games that far exceed the best ever on PSP. /thread. Triggered fanboys & haters who can't accept the receipts over PR need not apply here
