Holy shit, I just thought of this when I was at the gym yesterday. I thought how the "infinite planes" on VDP2 are so fucking awesome, like in Radiant Silvergun and Panzer Dragoon Zwei. Just like previous poster said, the draw distance over the cliffs in Zwei are these VDP2 planes.
I also recommend the GameHut channel, the guy was a coder for Travelers Tales and did some the amazing effects in games like Toy Story on Genesis and Sonic R on Saturn.
Classic case of when in the right developer hands the Saturn could look the part, problem was only a few developers had the time and patience to do it..I still have mine hooked up for Panzer Dragoon II Zwei, Saga, and Burning Rangers. They still look really good compared to other games of that time. Zwei is probably in my top 3 games of all time and the best of that generation for me. The water effects and draw distance over the cliffs are absolutely amazing and indicative of the strength of the programming despite the 3D limitations of the hardware.
It's no accident that these were SEGA developed games on SEGA hardware. If you were trying to port a game from something else, it wouldn't be worth your time and effort to go further.Classic case of when in the right developer hands the Saturn could look the part, problem was only a few developers had the time and patience to do it..
Thing is, the PSX could render much more polys than the Saturn so it had that option.Infinite plain on Saturn was really a clever idea. PSX wasted tons of polygons to render the grounds just to reduce the wobble textures, especially in third person shooters and racing games.
I also recommend the GameHut channel, the guy was a coder for Travelers Tales and did some the amazing effects in games like Toy Story on Genesis and Sonic R on Saturn.
Saturn is the only console my parents rented from Blockbuster when they'd require like a $300 deposit and gave you this nuclear football looking case to bring it home in. That weekend felt like I was in the future
Irony being of course the N64 engine could very well have been in the Saturn...but Sega chose the inferior route instead!Thing is, the PSX could render much more polys than the Saturn so it had that option.
The N64 could also draw huge flat surfaces with very few polys (thanks to perspective correction) and unlike the Saturn, they didn't have to be just the ground.
Irony being of course the N64 engine could very well have been in the Saturn...but Sega chose the inferior route instead!