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Saturn Was "More Powerful Than PlayStation" Claims Argonaut Founder

Papa_Wisdom

Gold Member
Yeah yeah but but but.... if you tickle the Sega Genesis FM Synth chip just right and run it on a console built before 1991 before they used even shittier hardware Sega will give you a throbbing eargasm. Way better than Super Nintendo that uses fake samples it's so fake what a bunch of fake bad music!. Trust bro trust!

(meanwhile 95% of Genesis games are filled with hideous screeching noises that make your parents think you blew the speaker on their TV).


Yeah but just imagine if you'd gotten PlayStation instead. You'd have better memories and even less jealousy!
Jealousy was prob the wrong word as I had several friends who owned PlayStations so didn’t actually miss out on anything, (also ended up owning one of anyway) plus I was a big fan of sega’s arcade games, Along with nights, burning rangers? Panzer dragoon, guardian heroes, xmen vs sf etc I loved my Saturn days
 
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I must say that i am completely baffled by the point of view which argues that "Saturn had more raw power than PS1" in context of 3D graphics. Besides from being very far from a prevalent assessment, how the heck Sega somehow ended up with the more capable machine in this area despite the system's own creator's admission that the console was architected to be the most powerful 2D system around with 3D being somewhat of an afterthought and they were in complete state of panic after discovering how much more advanced PS1 hardware was in this area, a machine architected for 3D from the onset? Was this black magic? Were the Sega engineers were that lucky even by accident and Sony ones that inept? This doesn't make the slightest bit of sense. How about all the developers saying stating that PS1 was convincingly faster?

Being more powerful is a vague definition. 3DO was more powerful than the Snes or the Mega Drive but had issues with some 2D effects. SONY PS1 was meant to be more powerful than GOD, but had issued with Mode 7 style planes.
 

Papa_Wisdom

Gold Member
To make it short, Saturn was the most powerful 2d and 3d console of the generation!

Bravo, Sega!
Agree with this or face his might
iR1vhoj.png
 

v1oz

Member
Great post.

The part that fascinated me most in your post was the part about how underutilised each console was, and it triggered me to have a few separate chats with copilot :)

The chat was about running various scenarios by which the Saturn or n64 could have done far more than they did to overcome their texturing weaknesses, and in the Saturn's case its ability to do a software zbuffer on the coprocessor and use pre-zbuffering to catch the n64 on that capability.

I was also led to look at n64's potential to use deferred rendering via the 1MB/s 75ms access 64DD to do higher quality texturing or higher quality fx and stream textures, even discussing why the per pixel lighting cel-shaded of Windwaker wasn't possible on the n64, even checking if it had an accumulation buffer or fixed path texture shadow mapping which it didn't.

Effectively when all was said and done, the 256x256 RGB/A texturing capability on the PS1 is too tough to bridge on the other systems, and that combined with really good polygon throughput, transparency and graphics flexibility kept bringing CoPilot back to the view it would have been tough to bridge the texturing issue no matter what strategy was used with either the Saturn or the n64.

Now I'm more convinced that either the Saturn or PS1 would have benefitted more from modern techniques than the n64, and that's despite its raw processing advantages of a hardware accelerated z buffer that neither those systems had, the tiny 32x32 RGB/A texturing on the n64 just seems too hard to bridge the gap of doing a stage like king's level in Tekken 2
which used a lot of quality texturing all in one level for the time - on console.

VgJ9zfd.jpeg
Did you inform Copilot about the megatexture technique used on the N64? This technique leverages the fast cartridge speed to stream textures on the fly, supporting sizes up to 1024x1024 pixels. The demo implementation streams 40MB of textures—something not feasible with the double-speed CD drive of the PSX.

However, a significant downside is that this technique does not utilize the Z-buffer, which many later N64 titles also avoided to conserve memory. Developers had only five years to familiarize themselves with the N64's hardware, which was insufficient. Since then, advancements in computer science have led to many new techniques, so a game developed today using modern programming practices and modern art tools would look significantly better.

Much of the progress in computing isn't just about raw speed; it also involves how we solve problems.

 
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octos

Member
I think the best way to know is to let the best looking games speak for themselves. The Saturn has a lot of raw power but a very poor architecture where individual components are not well synergized, this results in a poor efficiency.
The PSX on the other hand achieves a very good synergy of its components, resulting in a much higher efficiency.
The overall power = raw power x efficiency, and ultimately, the PSX achieved a much higher value here.
 
Jealousy was prob the wrong word as I had several friends who owned PlayStations so didn’t actually miss out on anything, (also ended up owning one of anyway) plus I was a big fan of sega’s arcade games, Along with nights, burning rangers? Panzer dragoon, guardian heroes, xmen vs sf etc I loved my Saturn days
My experience was getting caught up in the Saturn early release as the timing made for a lucky birthday present. Enjoying it quite a bit, then getting PlayStation that Christmas with the likes of Destruction Derby, Warhawk and Twisted Metal (praise Jaffe!) and thinking wow this is just better. I still got a couple of Saturn games after that like Panzer Dragoon II and Virtua On but they got relatively little play time.

Final Fantasy VII was kind of the last big hurrah for PS for me as I think I did my first custom PC build with 3dfx Voodo1 not too long after at which point PlayStation felt pretty primitive, so I didn't even really make it to Metal Gear Solid... I did eventually pick it up when it was on sale and in the green greatest hits packaging but didn't get a whole lot out of it.

Both consoles failed me hardware-wise which contributed to their early demises. Saturn had a finnicky lid sensor after a while... so you'd be playing and it would randomly think you ejected the game. Stacking some heavy books on top of it while playing helped. What's funny is after pulling it out of the closet after 10-15 years of retirement the lid sensor seems to work okay from the times I've played it since. The PlayStation on the other hand developed a very common disk read issue and first I worked around it by following some instructions on the internet and adjusting some screw that was involved in calibrating the laser or something...but it just got worse and worse, eventually it would only read games if you flipped the entire system upside down and I just gave it to my uncle because he liked playing Tomb Raider.

Crazy how rapid-fire releases were back in those days.
 

PaintTinJr

Member
Did you inform Copilot about the megatexture technique used on the N64? This technique leverages the fast cartridge speed to stream textures on the fly, supporting sizes up to 1024x1024 pixels. The demo implementation streams 40MB of textures—something not feasible with the double-speed CD drive of the PSX.

However, a significant downside is that this technique does not utilize the Z-buffer, which many later N64 titles also avoided to conserve memory. Developers had only five years to familiarize themselves with the N64's hardware, which was insufficient. Since then, advancements in computer science have led to many new techniques, so a game developed today using modern programming practices and modern art tools would look significantly better.

Much of the progress in computing isn't just about raw speed; it also involves how we solve problems.


I've got a 5minutes in, and he says 40MB of textures. That's bigger than the available 64DD which CoPilot said was 38MB, and is far bigger than cartridges of the time, which IIRC they were 64Mbit (8MBs), so despite the technique being amazing it is running on a real n64, I'd dispute it was feasible on real n64 hardware at the time.
 

Papa_Wisdom

Gold Member
My experience was getting caught up in the Saturn early release as the timing made for a lucky birthday present. Enjoying it quite a bit, then getting PlayStation that Christmas with the likes of Destruction Derby, Warhawk and Twisted Metal (praise Jaffe!) and thinking wow this is just better. I still got a couple of Saturn games after that like Panzer Dragoon II and Virtua On but they got relatively little play time.

Final Fantasy VII was kind of the last big hurrah for PS for me as I think I did my first custom PC build with 3dfx Voodo1 not too long after at which point PlayStation felt pretty primitive, so I didn't even really make it to Metal Gear Solid... I did eventually pick it up when it was on sale and in the green greatest hits packaging but didn't get a whole lot out of it.

Both consoles failed me hardware-wise which contributed to their early demises. Saturn had a finnicky lid sensor after a while... so you'd be playing and it would randomly think you ejected the game. Stacking some heavy books on top of it while playing helped. What's funny is after pulling it out of the closet after 10-15 years of retirement the lid sensor seems to work okay from the times I've played it since. The PlayStation on the other hand developed a very common disk read issue and first I worked around it by following some instructions on the internet and adjusting some screw that was involved in calibrating the laser or something...but it just got worse and worse, eventually it would only read games if you flipped the entire system upside down and I just gave it to my uncle because he liked playing Tomb Raider.

Crazy how rapid-fire releases were back in those days.
I didn’t get my Saturn until a year after launch so I had a relatively good time catching up on the games that had already been released. I loved virtual on I even imported the twin sticks from Japan. When I saw it’s denise coming I got mine chipped so it could play imports and at 60htz, went on a mad importing spree getting all the cap on fighters etc.

My PlayStation also beef up suffering the same disk drive issue, had to turn mine upside down for it to even play anything, later upgraded to the smaller psone models they were really cute but I preferred the asthetics of the og model.
 
I didn’t get my Saturn until a year after launch so I had a relatively good time catching up on the games that had already been released. I loved virtual on I even imported the twin sticks from Japan. When I saw it’s denise coming I got mine chipped so it could play imports and at 60htz, went on a mad importing spree getting all the cap on fighters etc.

My PlayStation also beef up suffering the same disk drive issue, had to turn mine upside down for it to even play anything, later upgraded to the smaller psone models they were really cute but I preferred the asthetics of the og model.
Accessories were another issue. I lived a solid 60+ miles away from the nearest video game stores (and was too young to drive). I never got the original DualShock. Didn't get Nights + that analog controller because... well at that age Nights looked lame as hell. Somehow they did have the Japanese style controller for sale for the Saturn though so I grabbed that at launch (always made sure to have two OEM controllers, would never subject my friends to the horror of MadCatz or whatever). That controller was so much better than the US controller I really have no clue what they were thinking. It was so bulky and the shoulder buttons were so bad. And the original Japanese controller is sitll probably my favorite 2D controller design of all time.
 

nkarafo

Member
I've got a 5minutes in, and he says 40MB of textures. That's bigger than the available 64DD which CoPilot said was 38MB, and is far bigger than cartridges of the time, which IIRC they were 64Mbit (8MBs), so despite the technique being amazing it is running on a real n64, I'd dispute it was feasible on real n64 hardware at the time.
8MB carts were the first batch.

The majority of N64 games use 12, 16 or 32MB carts.

There are some rare instances where 40 and 64MB carts are also used.
 

DeVeAn

Member
During that era, after the Saturn died out I bought N64. I really didn't like the texture wobble on PSone. I don't recall the Saturn having the issue. I had 20+ titles (bargain bin lol).
 

diffusionx

Gold Member
No, Try CORE Design too


aoJJehC.jpeg


In the end, power means nothing, its all about market share
This is what we now call clickbait. Core’s own work says the opposite. There is absolutely no evidence that they would have been able to make future TR games massively better on Saturn,as virtually every 3D game that ran on both was much better on PSX and the PSX had multiple years of further development.

This is just reality and sega fans are delusional at this point.
 
It wasn't that bad and it was pushing so many polygons and looking to include all the Model 2 detail I think it was more a case of the game being released before it was finished and SEGA Japan just starting to give up on the Saturn after the mega sales of FF7 and PS overtaking Saturn userbase advantage

Seems to be a geometry problem and it’s clear background assets needed to be dialed down, frustratingly the frame rate is at its worst when there’s other cars around you, when you need that responsiveness the most.
 
It's not an excuse but the truth . SEGA Europe did a last-minute deal that played havoc with TR original release window.
Coming out later sometimes worked out for the Saturn as we saw for Sovert Strike, Fifa 96 and Zero Divide.

This 3 games you mention all make use of those VDP2 flat floors though, that type of game should always run better on Saturn.

As for Tomb Raider, it’s very polygon heavy with lots of sloped floors, I doubt extra development time would have helped the Saturn.
 

RoboFu

One of the green rats
This 3 games you mention all make use of those VDP2 flat floors though, that type of game should always run better on Saturn.

As for Tomb Raider, it’s very polygon heavy with lots of sloped floors, I doubt extra development time would have helped the Saturn.



First a short history lesson, Core Design agreed a deal with Sega of Europe to release the PAL Sega Saturn version of Tomb Raider ahead of both the PC and PlayStation release. This deal, meant Core Design had to badly rush the Sega Saturn release, which many of the development staff of Core were against. This decision badly impacted on the Saturn version as that version had to be rushed to market as a result, corners cut, bugs not fixed, engine optimisation never occurred on the Saturn code.

This is common knowledge.
 

Alexios

Cores, shaders and BIOS oh my!
Other than replacing the flat floors with VDP2 planes I don’t know what they could have done to improve it.
I mean, Idk why we're constantly circle jerking. It has higher draw distance than PS so throws more stuff per frame. Reducing that seems like something that would increase performance, unless there's a bottleneck elsewhere (at which point it's not an issue of Saturn's 3D graphics rendering that's being harshly judged around here). And hey, even if it's weaker, they could always reduce it even more than PS version already did if they wanted to prioritize performance. It wouldn't be a problem most of the time (as folks don't see a problem with the reduced draw distance - or missing water distortions - on the PS), the original game has few open spaces like the colosseum. So there you go, just one thing you could do to improve performance. It's common so I don't see how you couldn't think of it as a theoretical possibility and have to come up with VDP2 stuff unfit for much of it (sidenote, love how folks praise this or that Saturn game but then someone has to go all "BUT IT USED VDP2 FOR DA FLOOR THAT'S NOT REAL 3D!!!!" or whatever, like it fucking matters, all 3D is equally faked, whether polygons or otherwise manipulated vertices, sprites, whatever, it's ridiculous to praise Tekken 3 for having 2D backgrounds that apparently have to be mapped to a given amount of polygons because of the system architecture rather than render it in any other different way Saturn fighters do and even try to call that a 3D background of all things when it's still a flat 2D picture, or call it out in the case of flat floors or skies or whatever you can view in Saturn games like Gungriffon or Bulk Slush where it's still just as 3D as any other flat floor rendered with polygons or any method and shit looks even better with how it can have way better texture, as in Grandia Saturn vs PS).

Saturn up, PlayStation down. Whole training room and the music room past it, visible on Saturn to the left, and to the right again rendered/visible from the floor below through the door above. Clearly overkill for most of the game but also clearly hampering the visuals in open rooms on PS.
tumblr_inline_p2yzfjLUom1s5ihu7_540.png
tumblr_inline_p2yzgzXjBx1s5ihu7_540.png

Perfect spot for it with the room past the corridor almost fully rendered on Saturn from the start of the corridor at the timestamp and on PlayStation the blackness only begins pulling back right before exiting the corridor (and other places in this and other videos but that's a good spot for it there).


Bad quality captures/media/whatever (and PAL versions with even more issues common back then) but the massive draw distance differences are perfectly demonstrated. Games do such things all the time. Reduce visuals, rendering load, in whatever way, to up performance. Just like Tomb Raider and Powerslave did on PlayStation. That's why G-Police 1 & 2 have the short draw distance they have. That's why Tenchu is notorious for its draw distance (and still far from great performance). Etc. All sorts of games demonstrate it. Plenty games on PS have performance issues, even critical darlings like Gran Turismo 2 or the Syphon Filters or Metal Gear Solid (it's fucking 3D stealth pac-man with a top down camera most of the time and performance most often suffers in any other camera angle but hey, cinematic cut scenes ie a high budget production never seen before totally makes it the greatest ever 32bit 3D vidya gaem!!!111) are far from flawless on that front so don't act like it's only an issue on Saturn. It's an issue on all systems of the era (OoT at ~20 fps anyone, but oh no, if a Saturn 3D game does it it's the end of the world, it can't possibly be a great game with great visuals despite era-appropriate issues), whether because they prioritised other things (like Shenmue on Saturn was doing) or didn't know better (obviously Tenchu didn't max the PlayStation as other games do a lot more without such severe issues). It's commonly done shit and how this shit generally works.

Dang, that Sony, always they get the magical sweetspot, anything less like Saturn vs PS is shit, anything more like PS2 vs GC vs Xbox useless, they're the gold standard and issues like gaps in geometry and extreme polygon/texture shimmering or whatever else are just fine and dandy, they have charm but Saturn's issues like banding or color depth are puke! And when we reach this point then we go back to hey, man, it's like, your opinion! For most people's opinion the PS won fair, square and that's why it sold best! Everyone knows sales = quality! Except when PS loses, like when Wii came along, that was not the same and unfair! Sales are the de facto proof when Sony wins, if somebody else does we gotta come up with excuses like how they still did very good all things considered and some stupid audience bought into what bullshit the others peddled, Sony's God and PlayStation Jesus!

Anyone who has discussed Saturn here has seen all this but nooo we just always gotta start with the premise of how shit it is and reiterate every single point, from games demonstrating it could do way better than hater favorite shitty examples to comparisons like here, every, single, time. And then when you bring receipts like this you're a fanboy who cares too much and should have just spewed vague bullshit like how Powerslave on PlayStation aims for 60fps with no further explanation or anything to back that up with and go on your merry way happy with your continued shitposting. Yay.

Next related thread (and before then next page right here) guaranteed will have the same exact points brought up again and again from the same clowns who have already been shown up by actual proof against their bs but don't care, lol 🤡
 
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PaintTinJr

Member
8MB carts were the first batch.

The majority of N64 games use 12, 16 or 32MB carts.

There are some rare instances where 40 and 64MB carts are also used.
Yeah i watched the end of the video, and like he said 64MB does seem to be the limit - also going by CoPilot say Mario 64 was 8MB, Zelda 32MB and Conker's Bad Fur Day was 64MB.

It looks really great and potentially overkill, and certainly could have done the King room in Tekken 2, but with him saying it uses more quads, and presumably at a rate of ceiling(texture_size/(32x32)) in a worst case, like we already discussed , but because he's used it for static scenery like the clipmap/megatexture technique is intended for, the increase in geometry only happens once the quads are transformed and projected giving texels to more quads at an optimal rate by minification allowing a lot of pixels still rendered at 32x32 pixels per quad, which would be consistent with him saying: "the trade off is a little less geometry because each face takes a little more processing than you'd typically see" .

losing the benefit of the next gen(ps2/cube/xbox) zbuffer feature feels like 2 steps forward and 2 back a little.

But the real question in terms of this bridging the texturing issue IMO would be, how would this impact performance on an animated model - where on PlayStation a model might have 100-200 quads with just one 128x128 RGB texture and those polygons would be close up in the camera constantly so would use 16x the non-culled quads per frame to maintain the same texture quality, from what I understand.

edit: There's also the situation that the PlayStation could use the megatextures technique too having both higher quality texturing for key structures spanning into the distance with CD texture storage at 650MB per disc a non-issue and still use its normal texturing for animated models in the foreground.
 
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This 3 games you mention all make use of those VDP2 flat floors though, that type of game should always run better on Saturn.

As for Tomb Raider, it’s very polygon heavy with lots of sloped floors, I doubt extra development time would have helped the Saturn.

Don't know what Soviet Strike you played but the game doesn't make use of flat floors, far from it. The only way VDP2 improves the Saturn over the PS1 is being able to make the game Hud more transparent and Fifa 96 doesn't make any use of the VDP2 for the pitch, it's all VDP1 you can see the pitch warp in parts too
I would imagine that if CORE had the time, they wanted for optimisation for TR they could have improved the frame rate by at least 5 FPS but we'll never know
Seems to be a geometry problem and it’s clear background assets needed to be dialed down, frustratingly the frame rate is at its worst when there’s other cars around you, when you need that responsiveness the most.

I think it was more that it was rushed out to make the 1997 Christmas period, though for the life of me I can't work out why the rear view mirror was left in there too. The game only had to worry about 8 cars on track it should haven been as smooth as Daytona USA CE really
This is what we now call clickbait. Core’s own work says the opposite. There is absolutely no evidence that they would have been able to make future TR games massively better on Saturn,as virtually every 3D game that ran on both was much better on PSX and the PSX had multiple years of further development.

This is just reality and sega fans are delusional at this point.
Yeah, posting an actual interview CORE is clickbait and I don't think anyway is saying any Tomb Raider would have looked better on the Saturn. Saying a system is more powerful is vague when people can always highlight examples of when this wasn't the case in the days of custom silcon for each console

But we know the Saturn version of Tomb Raider was rushed out, but we never really got to see what CORE could have done on the Saturn when there were set to push it. The 2 games that lead and were leading development on the Saturn The Ninja and Fighting Force were dropped and no doubt in CORE you had people like Sarah big fans of Saturn and others big for the PS and I was guess it was a majority at CORE who like the Saturn more at the time, not all staff and that could simply be because CORE had access to Saturn when they just finished Thunderhawk on the Mega CD which Sharah again saying what a big fan she was of the early specs in a EDGE interview

In the end MarketShare meant for most Western developers it wasn't worth their time looking to invest massive resources into any Saturn version.
 
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Fat Frog

I advertised for Google Stadia
I mean, Idk why we're constantly circle jerking. It has higher draw distance than PS so throws more polygons per frame. Reducing that seems like something that would increase performance, unless there's a bottleneck elsewhere (at which point it's not an issue of Saturn's 3D graphics rendering that's being harshly judged around here). And hey, even if it's weaker, they could always reduce it even more than PS version already did if they wanted to prioritize performance. It wouldn't be a problem most of the time (as folks don't see a problem with the reduced draw distance - or missing water distortions - on the PS), the original game has few open spaces like the colosseum. So there you go, just one thing you could do to improve performance. It's common so I don't see how you couldn't think of it as a theoretical possibility and have to come up with VDP2 solutions or whatever (sidenote, love how folks praise this or that Saturn game but then someone has to go all "BUT IT USED VDP2 FOR DA FLOOR THAT'S NOT REAL 3D!!!!" or whatever, like it fucking matters, all 3D is equally faked, whether polygons or otherwise manipulated vertices, sprites, whatever, it's ridiculous to praise Tekken 3 but having 2D backgrounds that apparently have to be mapped to a given amount of polygons because of the system architecture rather than render it in any other different way Saturn may do and even try to call that a 3D background of all things, it's still a flat 2D picture or in the case of actual 3D floors or skies or whatever you can view in Saturn games like Gungriffon or Bulk Slush, it's still just as 3D as any other flat floor rendered with polygons or whatever other method and shit looks even better with how it can have way better texture, as in Grandia Saturn vs PS).

Saturn up, PlayStation down. Whole training room and the music room past it, visible on Saturn to the left, and to the right again rendered/visible from the floor below through the door above. Clearly overkill for most of the game but also clearly hampering the visuals in open rooms on PS.
tumblr_inline_p2yzfjLUom1s5ihu7_540.png
tumblr_inline_p2yzgzXjBx1s5ihu7_540.png

Perfect spot for it with the room past the corridor already fully rendered on Saturn from the start of the corridor at the timestamp and on PlayStation the blackness only starts pulling back right before exiting the corridor (and other places in this and other videos but that's a good spot for it there).


Bad quality captures/media/whatever (and PAL versions with even more issues common back then) but the massive draw distance differences are perfectly demonstrated. Games do such things all the time. Reduce visuals, rendering load, in whatever way, to up performance. Just like Tomb Raider and Powerslave did on PlayStation. That's why G-Police 1 & 2 have the short draw distance they have. That's why Tenchu is notorious for its draw distance (and still far from great performance). Etc. All sorts of games demonstrate it. Plenty games on PS have performance issues, even critical darlings like Gran Turismo 2 or Metal Gear Solid are far from flawless on that front so don't act like it's only an issue in Saturn games. It's an issue on all systems of the era (OoT at ~20 fps anyone, but oh no, if a Saturn 3D game does it it's the end of the world, it can't possibly be a great game with great visuals despite issues), whether because they prioritised other things (like Shenmue on Saturn was doing) or didn't know any better (obviously Tenchu didn't max the PlayStation as other games do a lot more without such severe issues). It's commonly done shit and how this shit generally works.

Dang, that Sony, always they get the magical sweetspot, anything less like Saturn vs PS is shit, anything more like PS2 vs GC vs Xbox overkill, they're the gold standard and issues like gaps in geometry and worse polygon/texture shimmering or whatever else are just fine and dandy, they have charm but Saturn's issues like banding or color depth are puke! And when we reach this point then we go back to hey, man, it's like, your opinion! For most people's opinion the PS won fair, square and that's why it sold best! Everyone knows sales = quality! Except when PS loses, like when Wii came along, that was not the same and unfair! Sales are the de facto proof when Sony wins, if somebody else does we gotta come up with excuses like how they still did very good all things considered and some stupid audience bought into what bullshit the others peddled, Sony's God and PlayStation Jesus!

Anyone who has discussed Saturn here has seen all this but nooo we just always gotta start with the premise of how shit it is and reiterate every single point, from games demonstrating it could do way better than hater favorite shitty examples to comparisons like here, every, single, time. And then when you bring receipts like this you're a fanboy who cares too much and should have just spewed vague bullshit like how Powerslave on PlayStation aims for 60fps with no further explanation or anything to back that up with and go on your merry way happy with your continued shitposting. Yay.

Next related thread (and before then next page right here) guaranteed will have the same exact points brought up again and again from the same people who have already been shown up by actual proof against their bs but don't care, lol.

Dat draw distance, dat horsepower 🤯😎.
The Saturn 😍

In fact, the PS2 is the Saturn and the PS1 the Dreamcast... (raw power VS clear render)

Unlike Sony boys, i'll stay consistent.
Power efficiency for me...

So my preference is PS1 and Dreamcast. 🤜🏽
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
I think the best way to know is to let the best looking games speak for themselves. The Saturn has a lot of raw power but a very poor architecture where individual components are not well synergized, this results in a poor efficiency.
The PSX on the other hand achieves a very good synergy of its components, resulting in a much higher efficiency.
The overall power = raw power x efficiency, and ultimately, the PSX achieved a much higher value here.
If you understand the Sega Saturn as the Xbox Series S+ 2D chips trying to be more powerful than the PS5.
It's easier for me than giving more detailed explanations.
 

RoboFu

One of the green rats
If you understand the Sega Saturn as the Xbox Series S+ 2D chips trying to be more powerful than the PS5.
It's easier for me than giving more detailed explanations.
The only comparison from the Saturn to the Xbox is both management made all the wrong decisions.

Now stop trolling this sacred thread with your nonsense.




Also you can't really compare games as there are a lot of factors involved some which have already been discussed such as the Saturn not ever having a good sdk for developers.

Every gamer should know by now that not every port is treated equally and back then it's even different devs doing the ports. For reference just look at the new mortal kombat arcade and Final Fight games for the genesis which are magnitudes better than the originals even compared to the sega cd versions.
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
The only comparison from the Saturn to the Xbox is both management made all the wrong decisions.
Now stop trolling this sacred thread with your nonsense.
it's not nonsense the analogy is accurate, vdp1 has less than 50% of the ps1's GPU. You have less knowledge than me and cannot participate in a strictly technical conversation, Instead of sitting down and learning, you prefer to harbor false hope of hidden power.
ok I'll leave the thread, good bye.
 
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I only had a Saturn when Tomb Raider came out, so I've got a lot of love for that version. But for some reason, the US version had this weird cropping on the left side of the screen, it was super annoying. I don't know if it was my TV or the game, it was the only game to do that.
 

StereoVsn

Gold Member
it's not nonsense the analogy is accurate, vdp1 has less than 50% of the ps1's GPU. You have less knowledge than me and cannot participate in a strictly technical conversation, Instead of sitting down and learning, you prefer to harbor false hope of hidden power.
ok I'll leave the thread, good bye.
But have you Studied the Blade? 🤔
 

K.N.W.

Member
From my knowledge, PS1 has less computing power to push vertices, but there are other elements at play that limit polycount, easily reversing the situation. For example on Saturn to render triangles,since it used quads, you had to use a 4 sided polygon with one side equal to zero, that basically means 25% of the vertices were wasted to render triangles. Also each Saturn CPU has 4Kb of cache, and only one usually elaborates polygons, making Sega machine hit the polygonal limits sooner than on PS1 (since it has 4 + 1 Kb cache). In general, for all machines, the cache limits polycount more than anything else, since chips usually have more power than their cache allows to use, making cache the limiting factor.
 

v1oz

Member
I've got a 5minutes in, and he says 40MB of textures. That's bigger than the available 64DD which CoPilot said was 38MB, and is far bigger than cartridges of the time, which IIRC they were 64Mbit (8MBs), so despite the technique being amazing it is running on a real n64, I'd dispute it was feasible on real n64 hardware at the time.
The 64DD was 64MB. And there were 64MB cartridges during the N64's time. Zelda OOT was 32MB and Resident Evil 2 was 64MB.

And the 40MB texture size I think is just for demo purposes. In a real game you could use smaller textures, and it would still be a massive improvement in quality over the standard 16x16 textures.
 
Great post.

The part that fascinated me most in your post was the part about how underutilised each console was, and it triggered me to have a few separate chats with copilot :)

The chat was about running various scenarios by which the Saturn or n64 could have done far more than they did to overcome their texturing weaknesses, and in the Saturn's case its ability to do a software zbuffer on the coprocessor and use pre-zbuffering to catch the n64 on that capability.

I was also led to look at n64's potential to use deferred rendering via the 1MB/s 75ms access 64DD to do higher quality texturing or higher quality fx and stream textures, even discussing why the per pixel lighting cel-shaded of Windwaker wasn't possible on the n64, even checking if it had an accumulation buffer or fixed path texture shadow mapping which it didn't.

Effectively when all was said and done, the 256x256 RGB/A texturing capability on the PS1 is too tough to bridge on the other systems, and that combined with really good polygon throughput, transparency and graphics flexibility kept bringing CoPilot back to the view it would have been tough to bridge the texturing issue no matter what strategy was used with either the Saturn or the n64.

Now I'm more convinced that either the Saturn or PS1 would have benefitted more from modern techniques than the n64, and that's despite its raw processing advantages of a hardware accelerated z buffer that neither those systems had, the tiny 32x32 RGB/A texturing on the n64 just seems too hard to bridge the gap of doing a stage like king's level in Tekken 2
which used a lot of quality texturing all in one level for the time - on console.

VgJ9zfd.jpeg

There's something I really like about Tekken 2's aesthetic. It's a solid in-between of Tekken 1 and 3's, but you can also tell T2's when the art direction got good; Tekken 1 was great on a technical level, but bogged down by the goofy art direction.

It'd seem like PS1 had the best balance of poly throughput and internal texture caching, even if systems like Saturn had the bigger potential VRAM pool for textures on the whole. Sometimes I feel people simply underestimate the customizations Sony did for the PS1, like with the way they designed the CD subsystem, and that being why games like Crash could use CD streaming the way they did which probably would not have been as proficient on the Saturn even though it has a robust CD subsystem of its own.

I rate these percentages according to recent, modern developments.

- The PS1 doesn't really have any homebrew or modern release that looks as good as it's best official games. For this reason i would say the PS1 was 100% tapped. It makes sense since it lasted longer in the market, had more developers working for it and was the easiest to develop for.

- The Saturn has some pretty impressive homebrew/modern stuff but i still don't think they are as good as the best looking official games. Some canceled games indicate there might have been some lost potential. And that it didn't last as long as the PS1 on the market so this would make sense. I would say a 10-15% lost potential here.

- I would save the 30% for the N64. Looking at recent developments this might be the case, or maybe even more than that. The latest version of the Mario 64 engine runs the same game at 60fps and handles 10x as many polygons, including effects such as normal mapping (!). And there was also Portal 64, which is a fairly complex game for 5th gen standards (which also runs beautifully). There's a lot of random homebrew/modern stuff that do things you wouldn't even imagine the N64 would do. Plus, the N64 was always notorious for being just as hard to get advantage of it's hardware as the Saturn or even more.

Hmm...it still feels like the gap between even something like Panzer Dragoon Saga and that Shenmue demo footage is closer to 20% than 15%, and some of the tech demos the past couple years have been amazing displays for the system in the right hands. PS1, out of the three, probably does have the least "untapped" potential but I don't know if it was 100% tapped itself, even considering it got the biggest commercial support at the time.

Why the demo scene there isn't as impressive as Saturn's, I think it's more down to interest. OG Xbox has a lot of untapped potential itself, but most people don't care, so there isn't a strong homebrew scene for the system. With PS1, most homebrew "don't care", because they probably feel the system already got its fair due of attention during its heyday, whereas something like the Saturn was largely ignored by a lot of devs. So that intrigues them to focus on it, plus people like a good underdog story.

The N64 stuff you're talking about, it sounds interesting. I don't follow the homebrew scene there but it'd seem they've been doing some big things. But I do have questions; does that Mario 64 engine run at that level on a stock N64? I'd actually like to see that ported to PS1 or Saturn just to see how they'd run a similar thing, same with Portal 64. That Angel Studios got a game like RE2 ported to the N64 back in the day is still a crazy-good feat.

It wasn't that bad and it was pushing so many polygons and looking to include all the Model 2 detail I think it was more a case of the game being released before it was finished and SEGA Japan just starting to give up on the Saturn after the mega sales of FF7 and PS overtaking Saturn userbase advantage

TBF, PS1's install base in Japan was rapidly closing Saturn's even well before FF VII released; if you look at the launch allocations, Sony were more reserved while SEGA pushed a ton of stock, but then even in early 1995 SEGA's shipments dropped heavily while Sony kept increasing PlayStation's shipments to retailers. Retailers likely put in more orders for PS1 due to strong sold-through numbers at launch and having more customers asking for units.

Not to say that wasn't happening with Saturn either; it was. But probably at a lower rate, and I've read from places that sold-through rates for Saturn even from '95 in Japan were lower than PS1's. The gap probably would have kept increasing throughout the year and then into '96, but Saturn seeing spikes around select games like VF2 and Sega Rally (sadly Sega Rally didn't sell well outside of Japan, going by those leaked SEGA of America fiscal documents).

I only got it more recently and I found the controls with either dpad or analog to be appalling. I don't call many games unplayable but this one i do.

Touring Car? You're definitely meant to play that with the 3D analog pad.

I must say that i am completely baffled by the point of view which argues that "Saturn had more raw power than PS1" in context of 3D graphics. Besides from being very far from a prevalent assessment, how the heck Sega somehow ended up with the more capable machine in this area despite the system's own creator's admission that the console was architected to be the most powerful 2D system around with 3D being somewhat of an afterthought and they were in complete state of panic after discovering how much more advanced PS1 hardware was in this area, a machine architected for 3D from the onset? Was this black magic? Were the Sega engineers that lucky even by accident and Sony ones that inept? This doesn't make the slightest bit of logical sense, especially in light of actual results. How about all the developers stating that PS1 was convincingly faster then?

Yeah, I have to agree with this. Similar to the claims that Sony only made the PS1 3D after seeing Virtua Fighter are equally laughable; Kutaragi always envisioned 3D for the PS1 after they broke away from the Play Station concept with Nintendo. Like, yes, Virtua Fighter did help upper management at Sony feel confident pushing ahead with PlayStation as a 3D system in the home console market, that part is true. But the way I've seen some people talk, you'd think Sony scrambled to add 3D to the PS1 after seeing Virtua Fighter, which doesn't line up timeline-wise whatsoever.

AFAIK, the Saturn always did mean to have some form of 3D, but initially was closer to Model 1 with maybe some support for texture mapping. It was going to be an extension of the 32X's 3D capabilities, but have a fixed graphics processor (VDP1) for the 3D instead of being software-driven on the CPU. Because AFAIK, the 2-CPU setup in the 32X came either around the time or after dual-CPUs were decided on for the Saturn, and they did that to acclimate devs to parallel programming ahead of the Saturn. The Saturn always had VDP1 & VDP2 chips from the beginning; it was the 2nd CPU (and maybe some tweaks to VDP1 and/or VDP2) which came later in the panic, to help with offloading draw lists from the sole CPU so it could handle more logic & physics calculations.

I think most claims for Saturn being more powerful in raw 3D over PS1 simply look at the dual-SH2s and derive it from that. The VDP1 wasn't a slouch, but it wasn't in the same ballpark as PS1's GTE (or the N64's GPU for that matter), meanwhile VDP2 was mainly for sprites and background planes. So I guess one of the ideas behind dual CPUs was to increase draw list throughput and, potentially, complement some software-driven 3D solutions alongside the hardware-driven ones of VDP1. I think the game Scorcher had a voxel engine that used one of the SH2s IIRC, but could be mistaken. Haven't read up on that game in ages (and I got all my info on it from back issues of Next Generation...thank you Internet Archive!!)
 

Crayon

Member
Touring Car? You're definitely meant to play that with the 3D analog pad.



Yeah, I have to agree with this. Similar to the claims that Sony only made the PS1 3D after seeing Virtua Fighter are equally laughable; Kutaragi always envisioned 3D for the PS1 after they broke away from the Play Station concept with Nintendo. Like, yes, Virtua Fighter did help upper management at Sony feel confident pushing ahead with PlayStation as a 3D system in the home console market, that part is true. But the way I've seen some people talk, you'd think Sony scrambled to add 3D to the PS1 after seeing Virtua Fighter, which doesn't line up timeline-wise whatsoever.

AFAIK, the Saturn always did mean to have some form of 3D, but initially was closer to Model 1 with maybe some support for texture mapping. It was going to be an extension of the 32X's 3D capabilities, but have a fixed graphics processor (VDP1) for the 3D instead of being software-driven on the CPU. Because AFAIK, the 2-CPU setup in the 32X came either around the time or after dual-CPUs were decided on for the Saturn, and they did that to acclimate devs to parallel programming ahead of the Saturn. The Saturn always had VDP1 & VDP2 chips from the beginning; it was the 2nd CPU (and maybe some tweaks to VDP1 and/or VDP2) which came later in the panic, to help with offloading draw lists from the sole CPU so it could handle more logic & physics calculations.

I think most claims for Saturn being more powerful in raw 3D over PS1 simply look at the dual-SH2s and derive it from that. The VDP1 wasn't a slouch, but it wasn't in the same ballpark as PS1's GTE (or the N64's GPU for that matter), meanwhile VDP2 was mainly for sprites and background planes. So I guess one of the ideas behind dual CPUs was to increase draw list throughput and, potentially, complement some software-driven 3D solutions alongside the hardware-driven ones of VDP1. I think the game Scorcher had a voxel engine that used one of the SH2s IIRC, but could be mistaken. Haven't read up on that game in ages (and I got all my info on it from back issues of Next Generation...thank you Internet Archive!!)

I thought maybe the wheel because I tried the 3d pad and it was just awful. I don't have a wheel though!!
 

K.N.W.

Member
That's the other way around, when it comes to pushing geometry PS1 has the highest throughput of its era, main reason being GTE's computational abilities.
If you are speaking about real throughtput, it's correct. But the theoretical throughput is higher on Saturn, cache and other limits end up reversing the situation.
 

nkarafo

Member
But I do have questions; does that Mario 64 engine run at that level on a stock N64?
Short answer, yes.

If you are interested in the latest N64 advancements you can watch these two channels:


 
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37.5 years later…

Hey everyone! I would like to declare that the Caseo 1402 calculator was more powerful than the Benson 702Z…

1T6u.gif
 
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TBF, PS1's install base in Japan was rapidly closing Saturn's even well before FF VII released; if you look at the launch allocations, Sony were more reserved while SEGA pushed a ton of stock, but then even in early 1995 SEGA's shipments dropped heavily while Sony kept increasing PlayStation's shipments to retailers. Retailers likely put in more orders for PS1 due to strong sold-through numbers at launch and having more customers asking for units.

Not to say that wasn't happening with Saturn either; it was. But probably at a lower rate, and I've read from places that sold-through rates for Saturn even from '95 in Japan were lower than PS1's. The gap probably would have kept increasing throughout the year and then into '96, but Saturn seeing spikes around select games like VF2 and Sega Rally (sadly Sega Rally didn't sell well outside of Japan, going by those leaked SEGA of America fiscal documents).

I read the Saturn userbase advantage, before the FF7 demo was released on the PS1 was over 1.5 million to 2 million units in Japan. Had FF7 come out on the Saturn in Japan I think we could safely say that would have been it for the PS1 in Japan.
Think you're mistaken about Rally too, I think it did better in the UK than anywhere else in the world (talking in account population) and I'm sure I remember reading it broke all UK records for the best selling CD game in the UK at the time
 

s_mirage

Member
From my knowledge, PS1 has less computing power to push vertices, but there are other elements at play that limit polycount, easily reversing the situation. For example on Saturn to render triangles,since it used quads, you had to use a 4 sided polygon with one side equal to zero, that basically means 25% of the vertices were wasted to render triangles. Also each Saturn CPU has 4Kb of cache, and only one usually elaborates polygons, making Sega machine hit the polygonal limits sooner than on PS1 (since it has 4 + 1 Kb cache). In general, for all machines, the cache limits polycount more than anything else, since chips usually have more power than their cache allows to use, making cache the limiting factor.

Plus, there's simply the limitation of how fast VDP1 can draw quads.

If this Sega document is correct, it is nowhere near as fast as places like Segaretro make out, maxing out at ~289000 quads a second for 8x1 pixel quads. The larger the quad, the longer it takes to draw.

 

Lysandros

Member
If you are speaking about real throughtput, it's correct. But the theoretical throughput is higher on Saturn, cache and other limits end up reversing the situation.
What are your sources for higher theoretical throughput on Saturn? There are a lot of speculative/phantasy spec sheets claiming all sorts of inflated figures about it around the net. What specific Saturn hardware would exceed/outperform PS1's GTE geometry capabilities if it 'wasn't limited its by cache' for example?
 

TheMan

Member
It’s interesting to fantasize about what could have been. But in the end, being more powerful means nothing if hardly anyone bothered to exploit that power.
 

PaintTinJr

Member
There's something I really like about Tekken 2's aesthetic. It's a solid in-between of Tekken 1 and 3's, but you can also tell T2's when the art direction got good; Tekken 1 was great on a technical level, but bogged down by the goofy art direction.

It'd seem like PS1 had the best balance of poly throughput and internal texture caching, even if systems like Saturn had the bigger potential VRAM pool for textures on the whole. Sometimes I feel people simply underestimate the customizations Sony did for the PS1, like with the way they designed the CD subsystem, and that being why games like Crash could use CD streaming the way they did which probably would not have been as proficient on the Saturn even though it has a robust CD subsystem of its own.



Hmm...it still feels like the gap between even something like Panzer Dragoon Saga and that Shenmue demo footage is closer to 20% than 15%, and some of the tech demos the past couple years have been amazing displays for the system in the right hands. PS1, out of the three, probably does have the least "untapped" potential but I don't know if it was 100% tapped itself, even considering it got the biggest commercial support at the time.

Why the demo scene there isn't as impressive as Saturn's, I think it's more down to interest. OG Xbox has a lot of untapped potential itself, but most people don't care, so there isn't a strong homebrew scene for the system. With PS1, most homebrew "don't care", because they probably feel the system already got its fair due of attention during its heyday, whereas something like the Saturn was largely ignored by a lot of devs. So that intrigues them to focus on it, plus people like a good underdog story.

The N64 stuff you're talking about, it sounds interesting. I don't follow the homebrew scene there but it'd seem they've been doing some big things. But I do have questions; does that Mario 64 engine run at that level on a stock N64? I'd actually like to see that ported to PS1 or Saturn just to see how they'd run a similar thing, same with Portal 64. That Angel Studios got a game like RE2 ported to the N64 back in the day is still a crazy-good feat.



TBF, PS1's install base in Japan was rapidly closing Saturn's even well before FF VII released; if you look at the launch allocations, Sony were more reserved while SEGA pushed a ton of stock, but then even in early 1995 SEGA's shipments dropped heavily while Sony kept increasing PlayStation's shipments to retailers. Retailers likely put in more orders for PS1 due to strong sold-through numbers at launch and having more customers asking for units.

Not to say that wasn't happening with Saturn either; it was. But probably at a lower rate, and I've read from places that sold-through rates for Saturn even from '95 in Japan were lower than PS1's. The gap probably would have kept increasing throughout the year and then into '96, but Saturn seeing spikes around select games like VF2 and Sega Rally (sadly Sega Rally didn't sell well outside of Japan, going by those leaked SEGA of America fiscal documents).



Touring Car? You're definitely meant to play that with the 3D analog pad.



Yeah, I have to agree with this. Similar to the claims that Sony only made the PS1 3D after seeing Virtua Fighter are equally laughable; Kutaragi always envisioned 3D for the PS1 after they broke away from the Play Station concept with Nintendo. Like, yes, Virtua Fighter did help upper management at Sony feel confident pushing ahead with PlayStation as a 3D system in the home console market, that part is true. But the way I've seen some people talk, you'd think Sony scrambled to add 3D to the PS1 after seeing Virtua Fighter, which doesn't line up timeline-wise whatsoever.

AFAIK, the Saturn always did mean to have some form of 3D, but initially was closer to Model 1 with maybe some support for texture mapping. It was going to be an extension of the 32X's 3D capabilities, but have a fixed graphics processor (VDP1) for the 3D instead of being software-driven on the CPU. Because AFAIK, the 2-CPU setup in the 32X came either around the time or after dual-CPUs were decided on for the Saturn, and they did that to acclimate devs to parallel programming ahead of the Saturn. The Saturn always had VDP1 & VDP2 chips from the beginning; it was the 2nd CPU (and maybe some tweaks to VDP1 and/or VDP2) which came later in the panic, to help with offloading draw lists from the sole CPU so it could handle more logic & physics calculations.

I think most claims for Saturn being more powerful in raw 3D over PS1 simply look at the dual-SH2s and derive it from that. The VDP1 wasn't a slouch, but it wasn't in the same ballpark as PS1's GTE (or the N64's GPU for that matter), meanwhile VDP2 was mainly for sprites and background planes. So I guess one of the ideas behind dual CPUs was to increase draw list throughput and, potentially, complement some software-driven 3D solutions alongside the hardware-driven ones of VDP1. I think the game Scorcher had a voxel engine that used one of the SH2s IIRC, but could be mistaken. Haven't read up on that game in ages (and I got all my info on it from back issues of Next Generation...thank you Internet Archive!!)
I think with the CPU setup being master-slave on Saturn based on CoPilot info, the system wasn't so much parallel programming, so much as a halfway house of the master-slave setup of a Maths Coprocessor x87 on PC - where 80286, 80386SX and 80486SX all had sockets for a maths coprocessor(80287, 80387, 80487) to offload floating point maths calculations - and enough second core versatility to do things like offloading hidden surface removal alternatives because the system - like PS1 - had no hardware zbuffer.

As for why I think geometry throughput was greater on Saturn (theoretically at least) was because Copilot said this.

The Sega Saturn and the original PlayStation (PSX) had different capabilities when it came to rendering polygons and quads:

Sega Saturn:​

  • Polygon Throughput: The Sega Saturn could handle around 750 flat-shaded, 32x32 textured polygons at 30 FPS with some special effects running alongside.
  • Quad Rendering: The Saturn was designed to handle quad-based rendering, but it wasn't as efficient as polygon-based rendering. It could render approximately 2,743 quads at 60 FPS if all performance was dedicated to that task.

PlayStation (PSX):​

  • Polygon Throughput: The PSX could handle around 1200-1300 polygons per frame, but this number would drop significantly when applying real-time shading and other effects.
  • Quad Rendering: The PSX did not natively support quad meshes for 3D graphics; it was optimized for polygon-based rendering.
Both systems had their strengths and limitations, but the Sega Saturn's architecture made it more challenging to achieve high polygon throughput compared to the PSX.

So 2743 quads is 2-polygon each quad being flat textured 5486 polys per frame vs PS1 1300 polys per frame.
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
Segaretro make out, maxing out at ~289000 quads a second for 8x1 pixel quads. The larger the quad, the longer it takes to draw.
the absolute maximum limit is 60,000 quads per second or in the stupid conversion 120,000 triangles per second, numbers above that is Sega projecting how many polygons the vdp2 replaces, the official marketing says 500,000 polygons, a lie or maneuver with the numbers like the ps2 and its 66 million pps.
 

PaintTinJr

Member
the absolute maximum limit is 60,000 quads per second or in the stupid conversion 120,000 triangles per second, numbers above that is Sega projecting how many polygons the vdp2 replaces, the official marketing says 500,000 polygons, a lie or maneuver with the numbers like the ps2 and its 66 million pps.
is that 120,000 number for flat or lit polygons, because in context of Saturn doing better to match PS1 I would posit that very few games by the end of the generation used lit polygons on PS1 and focused on maximum flat textured throughput, with the lighting baked in, and having lit and unlit versions of textures get mapped in and out on geometry moving in and out of light source placeholder volumes gave optimal visuals and performance on final PS1 games, so the flat textured polygon count for the Saturn would be the best comparative figure.
 
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Wolzard

Member
Yes, that's true, the PlayStation has an excellent design for 3D graphics but it is a very efficient system in 2D. The Sega Saturn's fortunes could have been better if it had Dreamcast quality in 2D games, being just a hair better than the PS1 wasn't enough to receive the public's due attention.
If we show casual people Legend of Mana and any 2D Sega Saturn game, someone might say hey this ps1 game is prettier than that one.

Nanatsu Kaze no Shima Monogatari:









Complete nonsense.

Did you quote me just to say that? What a waste of bytes. At least come up with something to write.

How come the PS2 and PS3 were successful then ? Mikami himself said that Saturn was much easier than PS2.

The PS2 was complicated to develop, but it had quick support, good development kits. Look at the number of games for the console, mainly from small studios. The PS3 changed a lot from 2008 onwards and also became home to small developers. Sony even had a program for indies and new developers, which resulted in games like Tokyo Jungle.

Mikami, well, he was the guy who said he'd cut off his head if RE4 came out on PS2. His head is still intact. Capcom managed to port RE4 to the PS2 very well for a console much weaker than the GC.

Where is this coming from because AFAIK it's untrue? The highly questionable figures on Segaretro?

From the console specs, which are everywhere. How accurate it is, I don't know, but it's common. I don't know why it's surprising, for a 2D console it makes perfect sense and technically, the Saturn's graphics hardware is newer. The PS1 had closed specs in 1993.
 
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