U.2.K. Tha Greate$t said:Most dreamcast games that has been release years ago looks better then some ps2 games.
U.2.K. Tha Greate$t said:Most dreamcast games that has been release years ago looks better then some ps2 games.
Unresponsive Bee Victim said:Dreamcast was a system I got when I was 9. (I'm kinda young, 14 too be exact) It is probably my all time favorite system.
Skies of Arcadia 2
distantmantra said:Propeller Arena was completed, did it ever leak out? I'm not looking to snag a pirated copy or anything, just curious if anyone has ever seen it.
Its mipmapping and bilinear filtering are of the same quality as Xbox's and GC's, and usage of mipmapping and bilinear filtering is still quite common in Xbox and GC games. Developers have improved their skill at implementing LOD and their skill in visual design since DC games stopped, though.
The DC could certainly do a GTA style game and Crazy Taxi 1 and 2 are proof enough that it could have done it. CT1/2 both achieve 60fps at many points, feature all kinds of traffic patterns, enough pedestrians, an animation system, and comparible environment sizes. It actually featured more and differnet kinds of vehicles at any given point than GTA.
Visually Crazy Taxi is far nicer that GTA as the memory for textures and at was far larger and CT uses self shadowing and vertex specularity unlike GTA. GTA 3 even used transform animated characters and that is exactly what CT used. Remember that GTA 3 rarely hit 30FPS
The only thing it is seriously missing from CT in comparison is the ability to walk around on your own power and fire a weapon. Hardly something unattainable seeing as though that doesn't rely on much that isn't already taken care of in the code (such as collision).
dark10x said:No no no no no. DC has awful mipmap banding, the likes of which is not a problem on XBOX or GC. Don't even try and suggest otherwise.
BuddyC said:With threads like this, it's like the Dreamcast never died.
Sjoerd said:Not that I know that much about all those technical thingies but it seems your are not talking about mipmapping but something else. The problem you are describing sound more like the kind of 'thing' that is solved on pc games by turning on antistropic filtering.
Anyone technical care to confirm?
MIPmapping on the DC selects texture levels just as accurately as it does on Xbox and GC based on distance from the camera and texture orientation (only the PS2 selects MIP levels without considering orientation), and bilinear filtering on the DC samples textures at the same level as bilinear filtering on the other systems. Xbox and GC keep MIP boundaires from standing out as much by making more frequent use of better sampling with trilinear filtering or bilinear with anisotropic in select areas. Their bilinear filtering tends to look better because developers have improved their design skill at balancing texture budgets to push MIP boundaries further from view.No no no no no. DC has awful mipmap banding, the likes of which is not a problem on XBOX or GC. Don't even try and suggest otherwise.
Interestingly, State of Emergency was.Er... wasn't GTA3 originallly a DC title anyway?
That would be Ninja, the high level SEGA library that could be used if Dragon's WinCE interface wasn't needed, and Kamui, the low level SEGA library more specific to the hardware's functionality. SEGA also compiled together some very limited documentation and support for the system's machine level functionality which they appropriately named Darkness.The Shinobi and Ninja libs (if I remember their names correctly)
Lazy8s said:Meantime:
That would be Ninja, the high level SEGA library that could be used if Dragon's WinCE interface wasn't needed, and Kamui, the low level SEGA library more specific to the hardware's functionality. SEGA also compiled together some very limited documentation and support for the system's machine level functionality which they appropriately named Darkness.
MIPmapping on the DC selects texture levels just as accurately as it does on Xbox and GC based on distance from the camera and texture orientation (only the PS2 selects MIP levels without considering orientation), and bilinear filtering on the DC samples textures at the same level as bilinear filtering on the other systems. Xbox and GC keep MIP boundaires from standing out as much by making more frequent use of better sampling with trilinear filtering or bilinear with anisotropic in select areas. Their bilinear filtering tends to look better because developers have improved their design skill at balancing texture budgets to push MIP boundaries further from view.
dark10x said:The DC is slower in the areas that GTA really needs.
The visuals displayed in those games speaks nothing of what is actually going on below the surface. GTA2 was on DC, though, and it had an awful framerate.
I don't understand your generic references, though. SC looks as good as a PS2 game? How can you just say "PS2 game" in general? There are many fighters on PS2 that are graphically superior, if you want to compare genres.
It's like you're living in 2000. Did we go back in time? This is kinda fun.Of course, back then, "I" was defending the Dreamcast.
Really, though, there just isn't any reason to continue working with the DC hardware. It IS dated.
There are games in certain genres on PSP that look better than anything similar on DC.
SOME DC games (the top titles) still hold up today, but all of them are poly starved and lack most of the special effects we've become used to.
PS2 managed to overcome its texture and image quality limitations in most cases while the other systems have never had issues there.
I don't understand your logic, as you seem convinced that the DC hardware is still viable from a technical standpoint.
It's time for next-gen...
Jeffahn said:What happend to the Tekken game with hundreds of spectators?
Meantime said:Tekken 4, VF 4 and (I think) Tekken 5 all have stages with lots of spectators. If you actually go back and look at the Tekken 'concept' movie shown before the PS2 launched, it doesn't look like anything special at all.
SC and DoA2 on DC still holds up considering when they were made. The way PS2 games look nowdays is nothing near what was promised. What happend to the Tekken game with hundreds of spectators?
Then guess who jumped on the PS2 hype-train?
Maybe if you'd had more faith in sega then you would have stuck with the DC and enjoyed the best period in gaming ever and gone on to enjoy a gaming experience infinitely better than PS2 on DC2. Did you actually think you we're going to be plugging into "the Matrix" right now? What happened?
What special effects? Destination-based blurring the M2 was doing back 1997? Other fill-rate-based effects the GC do 10X better?
And this all begs the question as to why you didn't jump ship to MS when you realised how much the X-Box outperformd the PS2? Did it not have enough pipes to satisfy your demand for flat, jagged, low-res textures?
Jeffahn said:The Tekken 4 stadium stage has many low detail spectators compared to the concept movie. The underground brawl scene has more detailed characters but never more than 30 at a time . The same goes for the Tekken 5 scene. The VF4 cage level has a mix of low & detail models but there's certainly not anything approaching 100 of them.
...
Meantime said:
I can't remember if it was hundreds, a thousand or just a hundred spectators, but the point is that it's never happened. Those demos where supposed to be just teasers and they may have been technically exceeded (barely) but the fact is that some much more was hyhped and promised.
The Tekken 4 stadium stage has many low detail spectators compared to the concept movie. The underground brawl scene has more detailed characters but never more than 30 at a time . The same goes for the Tekken 5 scene. The VF4 cage level has a mix of low & detail models but there's certainly not anything approaching 100 of them.
D-X said:
dark10x said:I figured I would address this pic for the benefit of our new biased friend...
THAT is from the Shenmue TECH DEMO.
The actual game? More like this...
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Not quite the same thing...
I think Lazy8s deserves some props here. He still holds onto the DC hardware, but he approaches everything in a technical, generally truthful fashion. I can respect that. This new guy, though, is absolutely insane and literally tosses around lies just to prove a point...
D-X said:Check the passport disc. It's just as valid (if not more so) than the demo/renders that everyone judges the PS3's power by.
jarrod said:Christ dark, you're sounding little desperate. Posting shots of what Shenmue "really looked like" right after those upsampled dev shots of GT4 replays and SH4 cinemas (not to mention the artifacted low quality grabs of PS2 demos for "comparison")... nope, no double standards here at all.![]()
Lazy seems to have you cold on the mipmapping issue too. Quit while you're ahead.
That most certainly does not look worse than this...SolidSnakex said:The PS2 demo graphics look even worse if you get the pics that Sony released for them, just look at GT2000
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jarrod said:That most certainly does not look worse than this...
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...just seems to me that Dark is the master at selective screens. This is probably the worst GT2000 screen on the net. :lol
No...that's actually one of the 2 or 3 screens that doesn't make GT2000 look like just a PSX gamejarrod said:...just seems to me that Dark is the master at selective screens. This is probably the worst GT2000 screen on the net. :lol![]()
It doesn't look the same, the screen grab is far more aliased. Hell, look at the garbled text. That's my issue here, Dark without fail manages to skew screens in favor of whatever argument he has. Not that everyone's fairly even handed (most aren't, especially around here) but his display is this thread is worth calling out (here's some upsampled GT & SH dev captures outside gameplay but this is what Shenmue "really looks like"). I'm shocked we haven't seen the screens of shitty WinCE ports of like Speed Devils or Test Drive pop up yet. :lolDoom_Bringer said:All the screens are from the same tech video. It looks the same.
Doom_Bringer said:All the screens are from the same tech video. It looks the same.
Meantime said:You really don't need to use Win CE to do homebrew DC coding, in fact you're probably better off without it. The Shinobi and Ninja libs (if I remember their names correctly) are floating around the net, and all you need is a DC with broadband adaptor after that.
Character models in the game are similar to the demos in some scenes.The character faces in Shenmue are nowhere near the detail of those Passport demo faces.
Jeffahn said:Please try find out exactly what was promised. I'll paraphrase as bestI can:
"This demo has 30 spectators, but we could have included a hundred/s if we had enough time."
FortNinety said:And we all know that the broadband adapter was so easy to find...
Christ dark, you're looking a little desperate here. Posting shots of what Shenmue "really looked like" right after those upsampled dev shots of GT4 replays and SH4 cinemas (not to mention the artifacted low quality grabs of PS2 demos for "comparison")... nope, no double standards here at all.![]()
Lazy seems to have you cold on the mipmapping issue too. Quit while you're ahead.
It's a cut-scene from the game like the Silent Hill cinema. It wouldn't be optimized much for a cut-scene if it didn't use higher LODs.Even that second pic that Lazy posted is only from the attract demo, which most certainly does not represent the in game models.
Even when PS2 mip-mapping is being used, it won't show correctly by default on textures at too steep of an incline. Jak games apparently implemented extra mip selection calculations to account for texture orientation, but some mip-map issues present in the game seem to indicate that its precision is on batches of polygons and not per polygon.PS2 rarely even uses mipmapping
No, the assertion was that DC's mipmapping with bilinear filtering was worse technically than Xbox's and GC's, which is untrue. Games on any of the systems doing mip-mapping and bilinear will produce the same vasoline line when defining the same mip levels in the game's visual design.Still, my complaint about mipmapping still holds completely true.
It's a cut-scene from the game like the Silent Hill cinema. It wouldn't be optimized much for a cut-scene if it didn't use higher LODs.
No, the assertion was that DC's mipmapping with bilinear filtering was worse technically than Xbox's and GC's, which is untrue. Games on any of the systems doing mip-mapping and bilinear will produce the same vasoline line when defining the same mip levels in the game's visual design.