It was rushed because DF retro provided the information saying it was rushed and completed within 7 months just to make it to the N/A launch of the system as they didn't have a dev kit earlier than that (they also mention system 12 was much more capable than 11 given the much higher clocks and in turn way more powerful than PS1 rendering a port to that most likely impossible). But as I said that wasn't the point, whether rushed or not, Soul Calibur was a great demonstration of a great next gen leap. Dunno what you're arguing against and the more you post the less you seem to argue against anything I said yet the initial post felt as such and I responded in kind clarifying what I said again and again. So, okay then, I have no need to further obfuscate what I wanted to say about the game and its Dreamcast port and I'll leave it at that, agree or disagree as you see fit.
I only said it was expected leap at least for me comparing the two systems
System 12
-------------------------------
Main CPU : R3000A 32 bit RISC processor,
Clock- 48MHz, Operating performance - 30 MIPS, Instruction Cache - 4 KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Sound CPU : Hitachi H8 3002
Additional Sound Chip : Namco C352 sample playback
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor :
360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder
Notes : All roms are surface mounted Intel flash roms, with all the roms on the mainboard apart from the graphics roms which are on a seperate rom board.
The boards are therefore unique to each game and you cannot swap roms from one to another.
System 11
-----------------------------
Main CPU : R3000A 32 bit RISC processor,
Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Sound CPU : Namco C76 (Mitsubishi M37702)
Sound chip : Namco C352
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder
Dreamcast
-----------------------------
The Dreamcast's main CPU is a
two-way 360 MIPS superscalar Hitachi
SH-4 32-bit RISC[138] clocked at 200 MHz with an 8
Kbyte instruction cache and 16 Kbyte data cache and a 128-bit graphics-oriented
floating-point unit delivering 1.4
GFLOPS.
[36]
Its 100 MHz NEC PowerVR2 rendering engine, integrated with the system's
ASIC, is capable of drawing more than 3 million polygons per second
[40] and of
deferred shading.
[36] Sega estimated that the Dreamcast was
theoretically capable of rendering 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance."
[36] Graphics hardware effects include
trilinear filtering,
gouraud shading,
z-buffering,
spatial anti-aliasing,
per-pixel translucency sorting and
bump mapping.
[36][40] The system can
output approximately
16.77 million colors simultaneously and displays
interlaced or
progressive scan video at 640 × 480
video resolution.
[40] Its 67 MHz Yamaha AICA
[139] sound processor, with a 32-bit
ARM7 RISC CPU core, can generate 64 voices with
PCM or
ADPCM, providing ten times the performance of the Saturn's sound system.
[36] The Dreamcast has
16 MB main RAM, along with an additional
8 MB of RAM for graphic textures and 2 MB of RAM for sound.
[36][40] The system reads media using a 12x speed Yamaha GD-ROM Drive.
[40] In addition to Windows CE, the Dreamcast supports several Sega and
middleware application programming interfaces.
[36] In most regions, the Dreamcast included a removable modem for online connectivity, which was modular for future upgrades.
[36] The original Japanese model and all PAL models had a transfer rate of 33.6 kbit/s, while consoles sold in the US and in Japan after September 9, 1999 featured a
56 kbit/s dial-up modem.
[140]
* the specs for system 12 and 11 doesnt seem to be adjusted for the mips and other sections but even then we are comparing a system capable of millions of polygons to a system capable of thousands of polygons