My analysis of Saturn's failure

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Oh no, I know these words and they are a lie. Maybe in a low end CRT it was true but by the time I got a Saturn I had a 29"(roughly the same surface of a later 32" 21:9 tv) Super Trinitron and that thing sucked ass.

Well TBF, most household at the time had shitty low-end CRTs, and for the ones that had higher-end CRTs, the kids weren't playing their console on that at all (or most of the time, if they ever got a chance to hook their systems up to it).

I can't keep count of how many times my parents told me to unplug my Genesis or PS1 from the living room TV (the good CRT), constantly interrupting my play sessions as a kid. So annoying but what was I gonna do? House rules 😂

Butterfly thinking here, your pretty deep in the woods here! I don't have an answer, but I do like the NEC option since that's where the next console went. Maybe you can have the best of both worlds - your SH2 and SH3 and split the difference with the 32X and Saturn ;)

The NEC stuff gets even crazier because IIRC they got the V830 (and maybe V850) cores ready by '94, and those offered a big MIPs and maths improvement over the V810 & V820 while also enabling on-chip peripherals like the V820 (V810 lacked any on-chip peripherals other than pins for interrupt sources; stuff like a DMA or memory controller had to be connected through glue logic to the external bus). They also were developing the VR4200 by early 1993, and that had a massive improvement over the 2x SH2s for MIPs performance plus 64-bit registers, 64-bit integer and 64-bit (and 32-bit) floating point support (though shared with the data paths the general purpose (integer) registers used, so weaker floating point vs. the VR4400 for example).

Eventually the VR4300i gets developed as a spinoff of the VR4200 and we know that the VR4300i went into the N64 as its CPU. Tho Nintendo had a weird setup of sorts themselves where the CPU had to access system memory through the RCP (even though AFAIK, the VR4200 the VR4300i is based on, had an on-chip memory controller :P). Still tho, even the VR4200 would have been a major step up for Saturn, let alone the VR4300i. The SH-3 probably falls somewhere between those two, but the VR4200 at least would have been available sooner (tho the main reason N64 got delayed out of 1995 was 1P launch software needing more time and, IIRC, Silicon Graphics taking so long on finalizing the GPU chipset).

I've always wondered why none of the console manufacturers went with a 68K 030/040 or higher at a good MHZ. Was the chip not viable? Amiga CD32 doesn't count.

If I had to guess, probably a combination of those being expensive CPUs (at least their higher-end models that ran faster), being CISC-based architectures, and having lower MIPs performance than comparable RISC CPUs at same clocks while also requiring higher voltages and drawing more power. Even Motorola themselves were moving away from 68K when they joined the PowerPC alliance with Apple & IBM.

If any console that gen should've considered a 68K 030/040 etc. tho, it was probably the Jaguar. Even if it stayed the mess that it was, if it had a 68030 in there instead of a 68000, the devs who defaulted to that chip over Tom & Jerry would've been able to produce more impressive games. Straight-up MegaDrive & Amiga ports could've gotten extra performance "for free" in some instances as well, tho maybe it'd of been more complicated than I'm thinking (as I'm thinking of that from a modern CPU POV).

How could improving the tools help the Sega Saturn? The console was discontinued behind the scenes in June 1996.

Well RetroGamingUK RetroGamingUK already answered so I'm just gonna say keep re-reading what they said.

Virtua Racing is a very advanced game and one of the best racing games on the Sega Saturn. It has little pop-in and runs at up to 30fps.
sorry, there is no way the Sega Saturn can do better, it doesn't have the processing power, you're overestimate the capabilities of this primitive console.

You don't seem to understand what the Saturn could actually do.

For example, VDP2's most powerful features, very few games actually made use of them. In terms of outright power, Saturn wasn't that off from the PS1, and like I said, in some areas it's certainly more powerful. Most games avoided the SCU DSP, because babysitting it with the SH2s carefully sending it data through a carefully managed partition in system RAM (WRAM-H) was an exercise in attrition. That was because SEGA had very poor documentation and tools for it, and you had to do all its programming in unconventional assembly. It also lacked a hardware divider but for fixed-point you could just multiply one value by a fraction and get the same result (basically).

But that SCU DSP was a powerhouse if you used it right: 3D matrix transforms in CPU-bottlenecked scenarios. It didn't suffer delays from branches either, whereas the SH-2s did, and the SH-2s had another issue (IMO) in terms of low register count, as you've only got 32 between the both of them. PS1's CPU alone has 32 registers, and the GTE has another 64, tho I think half of those are system-reserved. The SCU DSP doesn't have registers in the conventional sense; it's more like a streaming processor kind of. You stream in operands for it to calculate and you push the results somewhere else along one of the connecting buses (like the CPU bus, to send results to the SH-2s so they can do further calculations from there). Tho I do think the SCU DSP had a small on-chip cache buffer, like 2 KB or 4 KB, something like that.

Anyway my point is, Saturn had a good deal of performance on the table that rarely got utilized, but SEGA never kept developing improvements to the APIs & SDKs enough to make it easy enough for devs to tap into using that power in realistic time frames of commercial software development. And they didn't do this, because they were already pushing ahead with investing all R&D resources into the Dreamcast by 1997, but likely even earlier than that. They were not interested in prioritizing the Saturn's dev environment because they considered its commercial market viability increasingly irrelevant by late 1996.

But that's a very different argument vs. just thinking the Saturn had no power in it to squeeze out beyond what we saw. Honestly, the more I've been studying its architecture, the more impressed I am by it. Even so, I still stand by the thought that had Saturn's 3D fully matured, it'd of still not been at quite the exact level of the PS1 or N64's best-looking 3D games. Tho also worth stressing, PS1 & N64's best looking games didn't release until mid-1998 or later. Saturn's AAA game dev market was completely dead by that point, so it becomes a bit unfair to start comparing, say, Banjo-Tooie or Gran Turismo 2 to SEGA Rally & Croc, IMHO.

Gaming is subjective and sure many people will have their own views own which is the better RPG for story and all that. I don't think it's in much doubt that Grandia was graphically the better looking game mind, than FF7. I'm just on about FF7 here mind, Square really upped their game with FF 8 which had stupendous visuals (more so for the battle sections) and the best FMV I have ever seen at the time

Graphically, opinions would still come down to preference tho. Which game's art style a person'd prefer, for example.

I also think you're wrong to focus on Time Warner, it's not like they were a good developer and for me the main issue was they seemed to have no access to the source code which for me would be the main issue. Sure SEGA tools needed to be better and weren't up to par, but SEGA Japan was already addressing that in March of 1995 when they were showing off the 1st screen shots of VF2 on the Saturn and their new official development system, the SGL tool set, which credit to SEGA America (for once) looked to use a consumer massed produced Saturn's and its Cart slot.

The Time Warner example was to illustrate how poorly SEGA supported 3P in the very early years of Saturn development, even into after its release date. They did finally start improving things by mid-late 1995, but they lost a lot of early ground with 3P in providing capable devkits and SDK API packages, to Sony. And just because SEGA's tools improved, didn't mean Sony's stayed stagnant, so there was always something of a steady gulf between the two platforms in that area no matter what period on the timeline you're looking at.

The thing with Virtual Racing, had we not had the 32X then The Saturn would have had the CS Team handling the version and that would have been even better than the 32X version, with that team working on the more powerful hardware. Doom would have been better on the Saturn with the 32X Team handling the Saturn port and would have been out months before the PS1 version too

Well, maybe. Actually in DOOM's case, the Saturn version would've been a lot better if Carmack just let iD do things the way they originally wanted to. I still don't understand why he went out of his way to crazily optimize the Jaguar's DOOM port, yet never afforded that level of care to the Saturn version.

It all goes back to the 32X for me, even for development. I bet SEGA had trouble making enough SH-2 to be distributed in both Saturn and 32X development units, never mind also making them for retail early in, never mind how it split SEGA development budgets, development teams and PR, even SONY found it hard trying to support 2 different systems with its consoles and handhelds, while SEGA was looking to support the Mega Drive, Game Gear, Master System, 32X, Saturn and the Arcades in 1995, It was sheer madness in anyone book

I completely agree with all of this. Been said 32X was a mistake altogether, and should've never been released. SEGA should've made a standalone SVP cartridge and left things at that. Then, if it were technically possible, they could've made the SVP cart compatible on the Saturn as a peripheral in the cartridge slot, tho that would've required reshaping the slot to fit in Genesis carts.

And I guess if they went that far, might as well had made the Saturn BC with Genesis software. IIRC that was part of the plan to some degree, since all other SEGA consoles had BC with previous models. They'd of just needed another VDP or modified the VDP2 to also handle sprites in a way the MegaDrive would've (while hopefully retaining the benefits of the design as we know it for).

If SEGA America was so worried about the price of the Saturn (which for me wasn't an issue) They should have backed the original plan of the Jupiter system which was a Saturn without the CD-Rom (that could be added latter) At least that system would have allowed developers to use the same development kits and share resources

I half-agree with this but, a complication with Jupiter in that sense would've been you'd need to redesign games with cartridges in mind from the get-go. Going by the N64, realistically Jupiter cartridges would've probably topped out at 64 MB, but potentially less. Compression could've helped, but that's still "only" 128 MB for lossless, and that's considering all the data could compress further anyway (2:1 could probably allow for cheap hardware decompression implementations based on run-length encoding, for example).

But starting out? Jupiter carts would've probably been something like 8 MB (64 Mbit), 12 MB if you were lucky. Then we're talking a Saturn whose games would need to also work on Jupiter, so what are they gonna do with all that extra disc space? Well, probably pad it out with Redbook audio or uncompressed FMV to stream through the console. At that point tho you're probably running into a problem add-ons like the SEGA CD faced: what's the point of all that extra space if it's "basically" a cartridge game on a disc with CD-quality music? You trade away the benefit of carts (fast load times; potentially accessing ROM as RAM tho for a console like Jupiter you'd need SUPER fast ROMs, and companies did make them. I know NEC have one with like 10 ns access time latency from the early '90s, but it was probably expensive) and it's not like most devs would add tons of gameplay content to the disc version of a cartridge game, when we're talking about simultaneous releases on both Saturn and Jupiter.

So I do kinda understand why Jupiter was cancelled. All things considered, CD was the best format choice for that generation, balancing out capacity for access speed and price. The 512 KB cache buffer in Saturn mitigated a lot of the pains using a 2x CD-ROM drive would've brought, anyway. If price wasn't a concern, MO (Magneto Optical) discs would've been awesome to see in a home console that gen, but the drives were very expensive and even single 128 MB or 230 MB discs were like $60 a pop if not more, and SEGA would've had to buy all of that from a source anyway, so no cost savings on their end. So, still way more expensive than CD and way more per MB comparatively, especially if you went for 1 GB discs. Guess you could've also compressed data on smaller disc capacities, for say 460 MB on a 230 MB MO disc, but even still you lose out in pure capacitance vs CD (way better long-term shelf life and access speeds, though ;).

No way could SEGA beat or match SONY and the $500 they put into the PS1 even before it launched, but the N64 was there for the taking and thanks to SEGA America and Europe, SEGA cocked it all up :(

All that said mind, The Sega Saturn is still the best console I've ever owned and the system that gave me the best enjoyment in gaming

SEGA, GameArts, RAIZING and Lobotomy were GODs back them

I agree that even if SEGA did everything right that gen, they'd of probably still lose out Sony & the PS1. It would've been a much closer fight though, and Saturn could've outsold N64 globally in that type of alternate timeline.

Don't think the PS1 costed Sony $500 to manufacture tho; quite far from that in fact. The Saturn's BOM costs at launch were likely closer to that than PS1. Remember, Sony co-owned the CD format so they didn't pay royalties on that. They manufactured their own CD-ROM drives, fabbed the PS1's chipset (CPU, GTE, graphic renderer etc.) with their own plants; one of the few thing for PS1 they did source elsewhere was the system RAM and VRAM. They already had major distribution networks for hardware and CD software due to their home electronics division and Sony Music record label.

SEGA didn't have any of those inherent advantages and the one advantage they did have, the arcade market, they did not leverage synergy between that and Saturn (and even later, with NAOMI and Dreamcast) to the absolute level they could have IMHO. Tho I'm speaking with hindsight here, seeing the aftermath of results that SEGA could not have foreseen at the time back in the day. So I do want to stress that.
 
Both Saturn and N64 would have sold a lot more in PlayStation's absense, but would it have been a case of N64 outselling Saturn over 3:1, or would Saturn have benefitted more without a CD based competitor.
if PS never came out, and saturn was the only cd-based console... it could have been a whole different battlefield
imagine if saturn got all the PS games... saturn as the only place for MGS, FF7, tekken, etc.
imagine how sega could have played with the marketing

and going off on a bit of a tangent/ramble incoming...
there's the n64's rumored price/hardware history.
it launched in the US at $200. prior to launch, they kept mentioning ~$250--seems a relatively low price was always in the cards, at least publicly, but some devs have made comments that the hardware took a massive downgrade at some point (due to costs).

maybe it was just devs expecting "ultra 64" arcade performance, which was basically completely different from n64 hardware (way faster), and then being disappointed when they got dev kits.
maybe they were just referencing early promo material...


or... maybe nintendo was originally targeting a higher price point, then had to go to plan B once they learned more about the PS.
the CPU was rumored to be originally over 100mhz, which isnt a big deal because the shipped n64 CPU at 94mhz or whatever is already fast...
seems the big cut would have been on the GPU/RCP side.
an SGI engineer stated the original RCP was very big... way too big for hit the max chip size specified by nintendo (due to costs). maybe the max chip size was reduced by nintendo from the original spec?
the same engineer also stated once the CPU team was brought on to assist with the RCP, they got the size down to nintendo's spec without losing any performance or capability... but when the RCP was finalized, that's also when nintendo announced their ~1yr delay to allow "devs to get the most out of the hardware".
or maybe the delay was to allow devs to downgrade their games because the RCP missed original performance goals by a ton.
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You don't seem to understand what the Saturn could actually do.
wrong
Anyway my point is, Saturn had a good deal of performance on the table that rarely got utilized
The Sega Saturn's capabilities have been utilized since day one, as in VF1, for example. You'll argue that it's 30fps and ignore that the game pushes twice as many polygons as any other fighting game on the system . I have the data compiled from analyses done by homebrew programmers. Due to system bottlenecks, it's impossible to achieve 100% performance across all components, but the console's main games operate at 95%, hell, cyber speedway maximizes the console, VF2 too. Grandia uses less of the Sega Saturn than Ghen war.
Even so, I still stand by the thought that had Saturn's 3D fully matured, it'd of still not been at quite the exact level of the PS1 or N64's best-looking 3D games.
So what's the point of denying that Saturn is weaker if that's your observation?
Tho also worth stressing, PS1 & N64's best looking games didn't release until mid-1998 or later.
I disagree. Mace: The Dark Age is from 1997, Wave Race 64 is from 1996, NFL Quarterback Club '98 uses high resolution without expansion.
PS1 with Tobal 2, even Tobal n1 is from 1996. Saturn games from any year would be inferior to PS1 and N64 games from 1996 because it was primitive technology. Can you handle that?
 
Your comparison is silly. TR on the Sega Saturn is a 30 fps game only within a corridor due to the open frame rate, whenever there is an enemy on screen or large area is 15fps, it's a 15fps game. PS1 version has a solid 30fps.

The Sega Saturn is simply not powerful enough for a fully 3D third-person game aka the 3D game that matters for the players.
 
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Your comparison is silly. TR on the Sega Saturn is a 30 fps game only within a corridor due to the open frame rate, whenever there is an enemy on screen or large area is 15fps, it's a 15fps game. PS1 version has a solid 30fps.

The Sega Saturn is simply not powerful enough for a fully 3D third-person game aka the 3D game that matters for the players.
Tomb Raider 2 homebrew

 
It showcases Saturn's capabilities in the right hands.
Well, it doesn't run or look that great. Especially for a modern homebrew.


I have the data compiled from analyses done by homebrew programmers.
Could you provide them? I see you claiming you have all these elusive sources to support your arguments in other posts as well, but saying you have sources is not the same as actually providing them.

It's well known the Saturn got "upgraded" once newer tools were available and games like FV2 and Sega Rally were possible. So i don't see how it's capabilities were utilized since day 1 like you claim. But i'm just an end user, not a programmer, so if you have those sources that confirm this claim, i would be happy to see them.
 
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It showcases Saturn's capabilities in the right hands.

That's part of the issue itself, Core Design were not your average developer, probably one of the top tier Amiga/ST and Sega CD developers.

Their work on Tomb Raider represents the very few cases of in the right hands from Third-Party. Most people forget whatever resources and effort Core Design put into a Saturn Game, could be done much easier and quicker on Playstation, with less resources.

I look at a game like Deep Fear, Resident Evil 1 or Burning Rangers as a better example of the Saturn's short comings and real world 3D capabilities. Did anyone push the Saturn more than Sonic Team?

Are we still trying to argue Saturn was as capable at 3D as the Playstation? That ship has long since sailed.

I like the Saturn and it's charm, even with it's mesh transparencies and quirks. The 3D was good enough for that era.
 
The Time Warner example was to illustrate how poorly SEGA supported 3P in the very early years of Saturn development, even into after its release date. They did finally start improving things by mid-late 1995, but they lost a lot of early ground with 3P in providing capable devkits and SDK API packages, to Sony. And just because SEGA's tools improved, didn't mean Sony's stayed stagnant, so there was always something of a steady gulf between the two platforms in that area no matter what period on the timeline you're looking at.

But it is a poor example, for instance, CORE design was saying how they had access to Saturn tools before they had even released Thunderhawk on the Mega CD. If you look at Thunder Hawk 2 on the Saturn, there's next to no difference between that and the PS1 version.
Timer Warner was a poor developer, and to highlight them is just trying to point score and that's to look over how Sega America was so focused on the 32X, which for me was the real problem. In Japan, it was different, hell, Time Warner launch title for the Saturn looked and ran better than the PS1 version with their Tama

Don't get me wrong, we all know the launch tools weren't good and the PS1 was better at 3D, but to use Timer Warner is scraping the barrel a little
 
That's part of the issue itself, Core Design were not your average developer, probably one of the top tier Amiga/ST and Sega CD developers.
That's not an issue, but the solution. Because it was Core Design, you could be sure they would have improved the engine for the sequel.

Well, it doesn't run or look that great. Especially for a modern homebrew.
This is done entirely via hacking TR1.
 
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The Sega Saturn is simply not powerful enough for a fully 3D third-person game aka the 3D game that matters for the players.
Sure, that's why the top 10 selling games on PS1 are all 3D third-person games. It should also be noted that funnily enough you exclude first person games, because we know the Saturn had some very competent games in the genre, so it would diminish your fallacious argument.

As stated before, Tomb Raider marked the beginning of full free 3D exploration games, engines would have made progress. But it was too late, developers stopped investing time in the Saturn, and only a handful of games made it. All of which were perfectly fine on the console, by the way. Sonic R, Lost World, Croc, Bulk Slash, Tomb Raider... if anything, it shows the console was able to push full 3D, free roaming environments.

Core Design had planned TR2 on Saturn but Sony bought the game. If Sony felt the need to buy exclusivity rights, it surely means that it was going to run well enough on Saturn to be an issue for them. Truth is, Saturn could have run most of the PS1 top sellers without issue. Tomb Raider II, Resident Evil 2, all Final Fantasy and even Metal Gear Solid don't really seem unfeasible on Saturn at all. Even the Crash Bandicoot games which are corridor based are certainly doable.
 
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That's part of the issue itself, Core Design were not your average developer, probably one of the top tier Amiga/ST and Sega CD developers.

Their work on Tomb Raider represents the very few cases of in the right hands from Third-Party. Most people forget whatever resources and effort Core Design put into a Saturn Game, could be done much easier and quicker on Playstation, with less resources.

I look at a game like Deep Fear, Resident Evil 1 or Burning Rangers as a better example of the Saturn's short comings and real world 3D capabilities. Did anyone push the Saturn more than Sonic Team?

Are we still trying to argue Saturn was as capable at 3D as the Playstation? That ship has long since sailed.

I like the Saturn and it's charm, even with it's mesh transparencies and quirks. The 3D was good enough for that era.

Not Tomb Raider again. Go and read the making of Tomb Raider in Eurogamer and in various issues of RetroGamer, because of a last-minute deal with SOE the Saturn version had no optimisation. Also, no Saturn fan is saying the Saturn was better at 3D or was easier to work on.

But people always use poor examples for Saturn coming up short, not so quick to use examples of Street Racer, Mass Destruction, Thunder Force, Dead Of Alive, Souky, Zero Divide, Madden 98, World League Soccer 98, Duke, Hexxen, Grandia, Darius Gaiden where the Saturn versions if anything are the better examples. It was like when EA just looked to use MD code on the Snes, their early stuff run and looked like crap, until developers like VC looked to make full use of the system and Madden on the Snes became top efforts, maybe even better than the MD versions. So many developers just took the easy route on the Saturn and didn't look to use the hardware and we all saw the results.



And as for your point about getting results quicker, various developers told EDGE mag that they were able to get results up on screen just after a few days of having an Xbox development kit, compared to taking a week to get a result up on screen with the PS2 kit, nobody brings that up People always bring up Yu Suzuki quote of no more than 1 in 100 developers will be able to use the Twin SH-2 fully or having one CPU. People are not so quick to bring up when Square said no more than 5 developers in the world will be able to use the PS2 fully.
 
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Not Tomb Raider again. Go and read the making of Tomb Raider in Eurogamer and in various issues of RetroGamer, because of a last-minute deal with SOE the Saturn version had no optimisation. Also, no Saturn fan is saying the Saturn was better at 3D or was easier to work on.

But people always use poor examples for Saturn coming up short, not so quick to use examples of Street Racer, Mass Destruction, Thunder Force, Dead Of Alive, Souky, Zero Divide, Madden 98, World League Soccer 98, Duke, Hexxen, Grandia, Darius Gaiden where the Saturn versions if anything are the better examples. It was like when EA just looked to use MD code on the Snes, their early stuff run and looked like crap, until developers like VC looked to make full use of the system and Madden on the Snes became top efforts, maybe even better than the MD versions. So many developers just took the easy route on the Saturn and didn't look to use the hardware and we all saw the results.



And as for your point about getting results quicker, various developers told EDGE mag that they were able to get results up on screen just after a few days of having an Xbox development kit, compared to taking a week to get a result up on screen with the PS2 kit, nobody brings that up People always bring up Yu Suzuki quote of no more than 1 in 100 developers will be able to use the Twin SH-2 fully or having one CPU. People are not so quick to bring up when Square said no more than 5 developers in the world will be able to use the PS2 fully.
Fair point about Tomb Raider, I always thought Sony got involved just prior to the sequel.

PS2 no doubt was difficult. Only difference is the risk was worth the reward for the obvious steam role of the market. Developers had no choice if they wanted profits. PS3 never overcame that situation due to Xbox doing so well.

The fact that someone got Tomb Raider working fairly well on 32x is telling as well.
 
Of course given that it's Sega of course they never mentioned that ECCD is really EC2. (No idea how it sold. I do know when I bought it at release, the game was already on sale for $20. Yes really)
Apparently they (Sega) are reviving Eternal Champions....but no news on it other than that...
 
Everyone should realize by now that larger selling platform gets the most development research time from third parties. Nothing on the Saturn was pushing it limits. It wasn't on the market long enough and only sega"s own games at the end were the ones to show any technical progress.

But you can't really blame anyone except sega maybe. The quad setup didn't have texture coordinates like PlayStation and newer ( at the time ) emerging pc gpus. That means that the Saturn was set up to do one texture to one quad where the PlayStation could repeat the same texture across two triangles to make repeating patterns and texture effects like environmental texturing. So it wasn't really worth putting money and effort towards learning more about the Saturns setup when little of it would help in the future.

Though travelers tales did have a software way of doing texture coordinates on the Saturn as seen in sonic rs environmental texturing. Which just goes with my point of the better selling platform gets the most development attention from third parties.
 
Everyone should realize by now that larger selling platform gets the most development research time from third parties. Nothing on the Saturn was pushing it limits. It wasn't on the market long enough and only sega"s own games at the end were the ones to show any technical progress.

But you can't really blame anyone except sega maybe. The quad setup didn't have texture coordinates like PlayStation and newer ( at the time ) emerging pc gpus. That means that the Saturn was set up to do one texture to one quad where the PlayStation could repeat the same texture across two triangles to make repeating patterns and texture effects like environmental texturing. So it wasn't really worth putting money and effort towards learning more about the Saturns setup when little of it would help in the future.

Though travelers tales did have a software way of doing texture coordinates on the Saturn as seen in sonic rs environmental texturing. Which just goes with my point of the better selling platform gets the most development attention from third parties.
The Saturn was everything the Mega Genesis was not...Sega had a kneejerk reaction the Jag, which resulted in the 32x....then they found out Sony was ahead of the curve when it came to developing the PSX...
 
So i don't see how it's capabilities were utilized since day 1 like you claim. But i'm just an end user, not a programmer, so if you have those sources that confirm this claim, i would be happy to see them.
I have data on polygon count, fmv quality, SH2 usage, scu-dsp usage, ram usage, vram usage, vdp2 vram usage, and frame rate.

What you need to know is that graphics are art, for example, Sega Rally runs at 30fps but is less technically advanced than Daytona 20fps (the launch game). Just tell me the game, if I have the data, I'll pass it on to you, but I can already tell you that Duke Nukem 3D is the most advanced game capable of balancing frame rate, polygon count, memory usage, etc.
 
Everyone should realize by now that larger selling platform gets the most development research time from third parties. Nothing on the Saturn was pushing it limits. It wasn't on the market long enough and only sega"s own games at the end were the ones to show any technical progress.

But you can't really blame anyone except sega maybe. The quad setup didn't have texture coordinates like PlayStation and newer ( at the time ) emerging pc gpus. That means that the Saturn was set up to do one texture to one quad where the PlayStation could repeat the same texture across two triangles to make repeating patterns and texture effects like environmental texturing. So it wasn't really worth putting money and effort towards learning more about the Saturns setup when little of it would help in the future.

Though travelers tales did have a software way of doing texture coordinates on the Saturn as seen in sonic rs environmental texturing. Which just goes with my point of the better selling platform gets the most development attention from third parties.
any thread about the Saturn or Dreamcast turns into a bunch of fanboys claiming the Sega system was actually a super underutilized system that was actually way more powerful and better than the Sony system, if only they had more time we could have all seen the genius of Sega, like it is 2000 on GameFAQs. Never fails. I assume there are forums where people just talk about this endlessly, inshallah I never see them.

It doesn't matter how powerful the Saturn is or is not theoretically, by early 1996 the gap between the two systems was huge in every way but if anything the practical technical gap was the least important, what mattered much more was the price gap and the game gap. By mid 1996 you could get a PSX for less money and way more games and you open up GamePro or Next Generation and see the lineup of future games is way better and the choice was easy.
 
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Most FPS games that gen drew everything with polygons
Funnily enough Duke Nukem 3D on Saturn is the only version that runs on a proper 3D engine, and not the Build Engine. So it is the only version pushing actual 3D, and the only case where the 3D in the name is actually true.
 
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Funnily enough Duke Nukem 3D on Saturn is the only version that runs on a proper 3D engine, and not the Build Engine. So it is the only version pushing actual 3D, and the only case where the 3D in the name is actually true.

It was the best port of what was, at the time, an unimpressive FPS.

By then most FPS games across PC and consoles were rendering everything in 3D

The only Saturn FPS to render polgonal characters was Quake, which had choppy frame rates despite weapons still being 2D sprites.

511398-duke-nukem-3d-sega-saturn-screenshot-one-of-the-trapped-women-jpg_600x600@2x.png
 
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any thread about the Saturn or Dreamcast turns into a bunch of fanboys claiming the Sega system was actually a super underutilized system that was actually way more powerful and better than the Sony system, if only they had more time we could have all seen the genius of Sega, like it is 2000 on GameFAQs. Never fails. I assume there are forums where people just talk about this endlessly, inshallah I never see them.

It doesn't matter how powerful the Saturn is or is not theoretically, by early 1996 the gap between the two systems was huge in every way but if anything the practical technical gap was the least important, what mattered much more was the price gap and the game gap. By mid 1996 you could get a PSX for less money and way more games and you open up GamePro or Next Generation and see the lineup of future games is way better and the choice was easy.

Where did I say it was super powerful ? 😂

Just the fact is the more money making platform gets utilized the most. To say the Saturn was doing all it could is just dumb.

But also that's not saying that it could do more than the PlayStation. It's two separate conversions you are lumping together because of fanboy insecurity over 30 year old consoles. :messenger_grinning_sweat:
 
Fair point about Tomb Raider, I always thought Sony got involved just prior to the sequel.

PS2 no doubt was difficult. Only difference is the risk was worth the reward for the obvious steam role of the market. Developers had no choice if they wanted profits. PS3 never overcame that situation due to Xbox doing so well.

The fact that someone got Tomb Raider working fairly well on 32x is telling as well.
Hence why I said it's load of old tosh about Saturn being hard to work on, or having poor tools, Its market share that dictates what system is used the most and to its fullest

And your TR point on the 32X is rather silly, overlooking it runs like crap and is also on the 3DO too. It simply not fair to compare a game made with today's tools, knowledge base, computer systems and compliers (even from bedroom coders) to what developers had back in the day, even professional one's

Which is why I never look to use demo's and games made today as proof of the system power, even the top Saturn ones. I think its completely unfair and pointless
 
any thread about the Saturn or Dreamcast turns into a bunch of fanboys claiming the Sega system was actually a super underutilized system that was actually way more powerful and better than the Sony system, if only they had more time we could have all seen the genius of Sega, like it is 2000 on GameFAQs. Never fails. I assume there are forums where people just talk about this endlessly, inshallah I never see them.
And any thread about the Saturn or Dreamcast is sure to get you involved, talking up systems like the PS and N64 while knocking SEGA. All under the pretence of not being a console warrior and apparently not caring about battles from 20 and 30 years ago, Irony at its peak *rollseyes*
 
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any thread about the Saturn or Dreamcast turns into a bunch of fanboys claiming the Sega system was actually a super underutilized system that was actually way more powerful and better than the Sony system, if only they had more time we could have all seen the genius of Sega, like it is 2000 on GameFAQs. Never fails. I assume there are forums where people just talk about this endlessly, inshallah I never see them.
Any thread about the Saturn or Dreamcast turns into a bunch of warriors claiming that fanboys claimed that the Saturn was much more powerful than the PS1, and this only to push some more bad-faith and ignorance based arguments, while not a single "fanboy" said anything like this to begin with.
 
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And any thread about the Saturn or Dreamcast is sure to get you involved, talking up systems like the PS and N64 while knocking SEGA. All under the pretence of not being a console warrior and apparently not caring about battles from 20 and 30 years ago, Irony at its peak *rollseyes*
I had all 3 systems in the 1990s. I had a Saturn and a PlayStation in 1995 and saw it all play out. I can speak about this topic with some objectivity.

This thread is about the market failure of Saturn, not what the SH-2 chip could AKSHULLY do if only devs had enough time to work on sainted Sega's glorious hardware.
 
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It was the best port of what was, at the time, an unimpressive FPS.

By then most FPS games across PC and consoles were rendering everything in 3D

The only Saturn FPS to render polgonal characters was Quake, which had choppy frame rates despite weapons still being 2D sprites.

511398-duke-nukem-3d-sega-saturn-screenshot-one-of-the-trapped-women-jpg_600x600@2x.png
Duke wasn't an unimpressive FPS, but one of the best and before Quake on the PC not many FPS were in complete 3D
And there was Saturn FPS's going fully 3D for enemies mate, usually in Mech FPS games. Ones like Gundam had lovely 3D with great performance too







[h3][/h3]
 
Duke Nukem uses flat sprites for the weapons, enemies and other objects.
Most FPS games that gen drew everything with polygons
Saturn only has a 28M pixel fill rate and operates at quads. Trying to make these games using three-dimensional characters drains that fill rate and drops the frame rate from 10fps to 17fps when 3D enemies appear, as each model costs 150 quads, sprite costs 10 quads, maybe less.

Using sprites was the path Sega should have taken from the start, but they were low-IQ people. Note that SM64 only Mario and the terrain are 3D; the rest are sprites. In Mario Kart 64, only the stage is polygonal, yes all this glory could have been Sega's.
Quake, Burning Rangers and Tomb Raider are totally polygonal, Burning Rangers is 20fps, while the other two I mentioned are fake 30fps games, being 15fps in reality because as soon as an enemy appears the frame rate drops. I think forcing the use of polygons is nonsense, the frame rate will be bad, the shadow will be dithered and there will be no transparency effects. So much effort for at the end of the day someone to say "the PS1 version looks better" and the game flops.
 
I had all 3 systems in the 1990s. I had a Saturn and a PlayStation in 1995 and saw it all play out. I can speak about this topic with some objectivity.

This thread is about the market failure of Saturn, not what the SH-2 chip could AKSHULLY do if only devs had enough time to work on sainted Sega's glorious hardware.
So did I, so spare on that score

And if you just came into thread like this, laughing at us all and saying leave it go lads... it was 30 years ago. You'll have a point, when mocking people fighting over stuff that happened decades ago Only you can't, you've got to come in and tell us how wonderful the PS and N64 were *rollseyes*
 
Just the fact is the more money making platform gets utilized the most. To say the Saturn was doing all it could is just dumb.
Let me get this straight, you're saying that Saturn games ran at 20fps because the devs were Sony fanboys, is that it?
 
So did I, so spare on that score

And if you just came into thread like this, laughing at us all and saying leave it go lads... it was 30 years ago. You'll have a point, when mocking people fighting over stuff that happened decades ago Only you can't, you've got to come in and tell us how wonderful the PS and N64 were *rollseyes*
Well, there's a difference between what did happen 30 years ago (one system sold and the other didn't) and what didn't happen 30 years ago (the secret power of one system wasn't utilized and the world will never know).
 
Duke wasn't an unimpressive FPS, but one of the best and before Quake on the PC not many FPS were in complete 3D
And there was Saturn FPS's going fully 3D for enemies mate, usually in Mech FPS games. Ones like Gundam had lovely 3D with great performance too



Again the major compromise here is the flat VDP2 floor, this limits design possibilities.

I'm not seeing examples of Saturn games where...

- Everything on screen is polygonal including floors with varying vertices
- Frame rate is consistent 30
- No pop-in is present

I keep seeing Burning Rangers, Quake and Tomb Raider being given as examples, but they all fail in one of these 3 areas.

Here's some examples of early PS1 games pulling these off with no issues



 
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Again the major compromise here is the flat VDP2 floor, this limits design possibilities.

I'm not seeing examples of Saturn games where...

- Everything on screen is polygonal including floors with varying vertices
- Frame rate is consistent 30
- No pop-in is present

I keep seeing Burning Rangers, Quake and Tomb Raider being given as examples, but they all fail in one of these 3 areas.

Here's some examples of early PS1 games pulling these off with no issues




You are moving the goal posts and being silly. Designing a game around the VDP2 is where you will get a nice performance boost on Saturn and you can still have 3D games designed around the VDP2 as Dark Savour, Saga, Grandia showed or even using it for clouds like in MechAssault 2 with ports

Please show me the major slowdown in the likes of these, that's to overlook how many N64 title never came close to 30FPS, but hey let's hit on the Saturn


















Well, there's a difference between what did happen 30 years ago (one system sold and the other didn't) and what didn't happen 30 years ago (the secret power of one system wasn't utilized and the world will never know).
You can't leave it go yourself.

There is no different for debating about sales between systems 30 years ago, to that of debating over Saturn 3D wasn't that bad from 30 years ago. It's all inthe past and all done and dusted. So spare us, on console warring over what happened in the past
 
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You can't leave it go yourself.

There is no different for debating about sales between systems 30 years ago, to that of debating over Saturn 3D wasn't that bad from 30 years ago. It's all inthe past and all done and dusted. So spare us, on console warring over what happened in the past
Go and read the OP and the title of this thread - it's about discussing "what happened in the past." It's literally the point of this thread.
 
You are moving the goal posts and being silly. Designing a game around the VDP2 is where you will get a nice performance boost on Saturn and you can still have 3D games designed around the VDP2 as Dark Savour, Saga, Grandia showed or even using it for clouds like in MechAssault 2 with ports

Please show me the major slowdown in the likes of these, that's to overlook how many N64 title never came close to 30FPS, but hey let's hit on the Saturn












NinPen Manmaru is again heavily relying on VDP2 flat floors there, it's completely different to what's going on in the Crash Bandicoot video I posted which demonstrates complex polygonal level geometry which allowed Naughty Dog to design levels where none of the floor is flat in a lot of levels, most of the levels constantly have you running up and down slopes with varying degrees.. All while maintaining a silky smooth 30fps.

The Amok video also has 2D enemies, again not fitting the criteria.

Valoria Valley, hilarious 2D character sprites, again I asked for "- Everything on screen is polygonal including floors with varying vertices"


As with every "3D" Saturn game there are heavy compromises.

You of all people should be able to clearly identify where VDP2 has been used to render floors on stages and how this has its limitations with level design.

There's no goalpost moving here, Saturn's difficulty in handling 3D where games required complex geometry is completely relevant to this thread and has been brought up many times.

As for hitting on the Saturn, we ARE in a "why did Saturn fail thread", expect criticism. If someone makes a similar thread about N64 finishing second then its limitations will be discussed there. As many have poitned out Saturn was close to dead in the west when N64 launched, so it's not as relevant as PlayStation here.

I've also made threads praising Saturn, so I'm clearly not completely biased

 
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Alien Trilogy
There were 3 other videos in my list, why did you stop ? I think I know why lol. Because they prove you are wrong :o

not fitting the criteria
That's great but this dumb criteria is irrelevant anyway.

You just decided to come up with it for reasons, and as nobody objects to the fact that the PS1 was overall the better system at pushing 3D, then "Oh WOW you were right". Okay and then what ? It's not as if you couldn't make fantastic games if they didn't push 100% polygonal stuff on screen all the time. Taking a look at the best sellers that gen on PS1 you see Final Fantasy and Resident Evil games, among others, topping the charts and these games are a handful of 3D models over flat 2D pictures.

So what do we demonstrate outside of things everybody already knew ? Do we need to go on with the VDP2, list games that make heavy use of it, look totally awesome, and the PS1 could never achieve ?
 
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Let me get this straight, you're saying that Saturn games ran at 20fps because the devs were Sony fanboys, is that it?

not even close to what I was saying. in software development you have a budget and a time frame, thats why there is a main dev platform. if you make more money on playstation you are not going to put all you budget into the Saturn port. its really as simple as that. you give the port to a budgeted developer and say you get this amount of time and this amount of money. then that developer builds a team and goals off of that.

You are thinking of it as every developer and port have equal amount of time, skill, and resources and that is just false. Even today in this world of great middleware its still comes down to time, skill, and budget.


MortalKombat.. NetherRealm didn't port the games to consoles themselves. They picked the best devs for each based off the budget / time / and skill.

MK1 on the SNES sold a lot less than the genesis port and it was also super rushed,
but MK2 on SNES was still great improvement on MK1 for SNES because for one the first game was rushed ( time ) and Sculptured Software didn't have as much experience with the SNES ( skill ). heck even the later Japanese release of MK1 was better than the NA release because both their time and skill had increased.

has nothing to with fanboyism and a lot to do with budget and experience.


and also this has no bearing on saturn hardwares ultimate performance vs playstation. its more about the quality of third party ports it got ranged form very poor to decent but mostly very poor because of these factors.
 
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not even close to what I was saying.
That's exactly what you were saying, I understood perfectly. According to your theory, Saturn is equal or superior to the PS1, but the developers were fanboys of the PlayStation.
in software development you have a budget and a time frame, thats why there is a main dev platform. if you make more money on playstation you are not going to put all you budget into the Saturn port. its really as simple as that.
It doesn't matter how much time is put into the Saturn version, because it doesn't have the same power as the PS1. The PS1's GPU is almost twice as powerful as the Saturn's VDP1 (Saturn's 3D chip), with 66M pixels versus 28M pixels, meaning the PS1 could run Sega Rally at 60fps. It's a huge difference.
 
That's exactly what you were saying, I understood perfectly. According to your theory, Saturn is equal or superior to the PS1, but the developers were fanboys of the PlayStation.

It doesn't matter how much time is put into the Saturn version, because it doesn't have the same power as the PS1. The PS1's GPU is almost twice as powerful as the Saturn's VDP1 (Saturn's 3D chip), with 66M pixels versus 28M pixels, meaning the PS1 could run Sega Rally at 60fps. It's a huge difference.


:messenger_dizzy:


let me go about explaining this is a different way,..

DOA for saturn was herald as a great port of the arcade game and better than the PS1 port. It did not have the lighting and shading of the PS1 version, but it was in a higher resolution and 60 fps frame rate vs 30.
The Saturn version was the main dev platform releasing exclusively in Japan. Later a team was put together to port it the playstation using some the original arcade devs but on a lower budget. What resulted was a game in lower resolution and only 30 fps. BUT it did have better lighting and shadows compared to the saturn version because PS is better 3d hardware.


So see in this example. the PS version is considered worse because of its low frame rate and low resolution even when its on better hardware because the budget and time just didn't allow the same devs working on new hardware the time to really get enough experience with the hardware to work out the frame rate.

comprendo?
 
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