The ps2 barely had lighting.i think the bouncer from square eniq was the only game tht had some actual lighting tht was impressive as what they promised. Everything else was flat. Looked good because of art direction but lighting was missing just like dreamcast.Yes. It actually did several things better than PS2, such as having deferred rendering (you can think of it as an earlier version of VRS), higher output resolution (thanks to VGA support), a better color palette (imo), more VRAM, crisper texturing (on average) and arguably better mip-mapping support.
However, PS2 beat it in polygon geometry output (as did GC and Xbox), lighting, particle fillrate (where it outdid all other systems that gen, including Xbox), and a better CPU (thanks partly to it being faster). We arguably didn't get a chance to see the Dreamcast maxed out, but I think Shenmue 2 would've been a game that came closest to that.
Since many of the post-DC 6th-gen games other platforms got were planned for DC, it would've been interesting to see how ports of VF4 and Outrun 2 ran on the system. The latter probably would've been saved for a DC successor had one came about. Sadly, that wasn't to be.
...and I mean an actual, official successor, not the OG Xbox which by all means was a spiritual successor (and a very good one at that).
Yep. Outside of some very select early-gen PS2 titles I always thought the coloring was sharper and more vibrant with Dreamcast titles, plus the resolution was better. The coloring arguably could've been down to stylistic choices, tho: SEGA's games tended to be influenced by arcades a lot since that was their pedigree, so naturally their games had a vibrant and colorful palette of hues. But this was enhanced a lot by the resolution output.
DC came up short against the other three in polys, obviously, but there wasn't much they could've done about that since it was a '97/'98 design spec. Especially compared to GC and OG Xbox. But it still managed to put out some great-looking games.
The EA story is actually kinda funny, but also shows SEGA's hubris at the time. EA was 100% on board with DC, but they wanted exclusive rights to produce and publish sports games on it. That meant SEGA would've had to repurpose Visual Concepts for some other style of games, and SEGA probably saw that as a waste of an investment, so they turned EA's proposition down.
In doing so, EA basically told DC to screw itself and waited for the PS2. I don't know if the decision to turn down EA's deal was SOA or SOJ, but SEGA as a whole should've seen the domino effect of not having EA on their platform would've caused. Because of that, I strongly think some other big publishers decided to hold off as well, but that obviously created a Catch-22 situation.
I'm not saying having EA on the platform from Day 1 would've "saved" DC per-se, but it would've gone a long way to boosting its presence in the Western markets, which is where SEGA needed DC to success anyway after the botched Japanese launch (which was way too early; Saturn community was still pretty strong there).
Did you actually play GTA3 on PS2 or remember how atrocious it ran? smh You really think 19 fps should be acceptable with that atrocious draw distance, low resolution and jagginess? I think you missed the point entirely. Xbox is able to run the game at 1280 x 720 with smooth textures, much better draw distance, MSAA applied and with better framerate. There was no reason to drop the resolution or omit the option for those with HDTVs, there were deals behind closed doors to even allow Xbox to get GTA which was money hatted for about 6 months.
Based on dreamcast results in PC ports (games like half life 1, UT99, soldier of fortune, quake 3) I even think my gimped TNT2 (TNT2M64, aka TNT1.5) was faster, not to mention mighty 3DFX VOODOO 3.It was a very powerful machine but in 1999 a Voodoo 3 card would still smoke it.
However, back in the day, Japanese developers were still producing more graceful looking games VS the janky stuff you would get from the west. So maybe PC had a better looking Unreal Tournament and Quake 3 that also run faster but the Dreamcast had an amazing looking Sould Calibur that looked and moved as gracefully as silk.
Or "alliasingly"if you prefere but certainly not "clearly" if you talk about the PS2the hierarchy of the generation was very blurrily
Xbox > GameCube >>>>>>>>>>>> PlayStation 2 > Dreamcast
the hierarchy of the generation was very blurrily
Xbox > GameCube >>>>>>>>>>>> PlayStation 2 > Dreamcast
Or "alliasingly"if you prefere but certainly not "clearly" if you talk about the PS2
Well... Yeah ?Xbox was likely a few more >> than the GameCube provided that its GPU had programmable shaders introduced by the Geforce 3 and not supported on Flipper, making games that made use of it like Splinter Cell, look on a different class altogether than the GameCube counterpart and enought memory bandwidth to display some of its games in HD like Enter The Matrix. In terms of capability, it was on another weight class.
Well... Yeah ?
I mean the Gamecube's launch price was only 200€ and the Xbox 450 in Europe...
In terms of competitivity, Gamecube and Dreamcast were the most insane consoles of their time.(in the US, DC was $150 when the PS2 arrived for $300...same in Europe 225€ vs 450)
I kinda like the new Xbox approach though(Series S, Series X)Nonetheless, i dream of new power efficient consoles like the Gamecube or the Dreamcast.
Don't do it ! They'll come at you from all over the world to make you pay your word.Alot of cross gen games look wayyy better then ps2 blurry mess. But some games on ps2 did look impressive. I stil think if dreamcast stayed alive with ps2 it's games would rival or even exceed ps2 graphicly
Xbox was likely a few more >> than the GameCube provided that its GPU had programmable shaders introduced by the Geforce 3 and not supported on Flipper, making games that made use of it like Splinter Cell, look on a different class altogether than the GameCube counterpart and enought memory bandwidth to display some of its games in HD like Enter The Matrix. In terms of capability, it was on another weight class.
First of all, let's get your facts straight. GTA III is 4.3GB on PS2, untouched. A ripped ISO is 1.4GB, and a highly compressed .chd file, that is UNUSABLE on PS2 hardware is 1GB. If you're seeing a 900MB iso out there, it has removed assets.That's my point. DVD would have been better (cumfy to stay on the couch) but that wasn't mandatory for 95% of the games of that era...
Dreamcast and Gamecube prove it.
GTA3 is only 900mb.
Only latest open worlds and maybe extremely minor other genres would absolutely needs it.
Gamecube and Dreamcast seems to have texture compression so it reduces highly the number of games really out of reach.
(PSP reduced GTA Liberty/Vice City Stories to 400 and 500mb so...hard to believe Gamecube and Dreamcast cannot compress datas as well)
There were open world games on the previous generation consoles (and newer weaker systems like DS). Implying they were impossible for Dreamcast (whatever their gameplay or graphical complexity may have been to achieve that, or what tricks would have been used just as not everything in GTA III is seamless) just because they weren't commonly made and the console didn't last long enough to get one, only makes you look ignorant.First of all, let's get your facts straight. GTA III is 4.3GB on PS2, untouched. A ripped ISO is 1.4GB, and a highly compressed .chd file, that is UNUSABLE on PS2 hardware is 1GB. If you're seeing a 900MB iso out there, it has removed assets.
GTA Liberty City Stories is 1.2GB straight from Sony's servers. Those 400MB rips are just that, rips with highly compressed assets that make the game run even worse on PSP, lol. That goes without saying that the PSP assets are of lower quality to begin with.
Did we forget that GTA III was originally being developed for Dreamcast, but was abandoned because the hardware was too weak???
There is an interview with a R* dev that talks about it out there, they couldn't get 3rd person perspective to run on the console. It couldn't stream the data from disc fast enough either.
Hey, what two consoles don't have large open world games like GTA from that generation? Weird, huh?
Hey, what two consoles don't have large open world games like GTA from that generation? Weird, huh?
GC had Spider-Man 2 also and I'd say Zelda games count as much as GTA, neither is fully seamless, they are just segmented in different ways, there's still plenty to do and see in each area. Requiring fully seamless gameplay to qualify would mean even some modern open world games wouldn't. Dreamcast also had a shoddy port of shoddier PC Omikron but hey there it is, technically possible even by a technical disaster, never mind good devsUhmm... True Crime? an arguably way better looking open world game...
That's... The kind of downgrad the can make the game happen on low storage consoles .(without bringing the texture compression on the table)First of all, let's get your facts straight. GTA III is 4.3GB on PS2, untouched. A ripped ISO is 1.4GB, and a highly compressed .chd file, that is UNUSABLE on PS2 hardware is 1GB. If you're seeing a 900MB iso out there, it has removed assets.
I dont think the space in the disk is too much problem, maybe putting the game in 2 disks? sounds horrible I know but still doable for the storage, the problem may be the amount and speed of memory and what kind of probleam can it represent in a game like GTA3, luckily GTA3 in particular can get away with solid colors so in theory shouldnt be that much textures to stream compared to vice city or san andreas or other open world games, maybe its because it was originally designed with DC in mind, I dont know what problems stoped the DC port who knows if lowering the geometry or the amount of NPC could do the trickFirst of all, let's get your facts straight. GTA III is 4.3GB on PS2, untouched. A ripped ISO is 1.4GB, and a highly compressed .chd file, that is UNUSABLE on PS2 hardware is 1GB. If you're seeing a 900MB iso out there, it has removed assets.
GTA Liberty City Stories is 1.2GB straight from Sony's servers. Those 400MB rips are just that, rips with highly compressed assets that make the game run even worse on PSP, lol. That goes without saying that the PSP assets are of lower quality to begin with.
Did we forget that GTA III was originally being developed for Dreamcast, but was abandoned because the hardware was too weak???
There is an interview with a R* dev that talks about it out there, they couldn't get 3rd person perspective to run on the console. It couldn't stream the data from disc fast enough either.
Hey, what two consoles don't have large open world games like GTA from that generation? Weird, huh?
I didn't suggest that it was impossible, I was simply pointing out that they didn't exist.There were open world games on the previous generation consoles (and newer weaker systems like DS). Implying they were impossible for Dreamcast (whatever their gameplay or graphical complexity may have been to achieve that, or what tricks would have been used just as not everything in GTA III is seamless) just because they weren't commonly made and the console didn't last long enough to get one, only makes you look ignorant.
Lol @ believing PR trying to sell its game as so very advanced by trashing the discontinued system they obviously wouldn't release on or have bridges to burn to. But if devs say something positive about that same system it doesn't count.
Crazy Taxi 2 is pretty open, big, often has tons of traffic or other obstacles and runs at an all but flawless 60 fps while being incredibly fast paced so they sure had room to add/change graphical or gameplay or speed elements to match GTA III's 15-25fps deemed amazing at the time. Would that mean they could copy GTA III 1:1? Nope, but maybe that would be for the better and it'd still be a big open world game, just not GTA. Well, it already qualifies as open world as is, never mind how it may have been at the hands of another team, just saying.
Super Runabout is similar too, a bit Driver-esque though far wackier and not nearly as accomplished. And of course Headhunter exists also, though the open world once again only has driving and only the separate mission areas the rest gameplay. It still counts.
GTAIII PC only required 500MB HDD space. Maybe there's junk or duplicate data on a PS2 iso like Dreamcast discs often had to facilitate loading.
Um what? You were acting like there was too much data for a gd rom. Ie over 1gb. The pc release only needing 500MB likely for higher quality assets at that shows it could fit on a gd rom and then some (with room for duplicated data to help loading even, but of course you could expect the assets to be of lower quality than PC so have even more room left). Of course they had no standard hdd to install to and stream from on a PS2 so of course they streamed from disc. Whether they needed to max out streaming speed exceeding the Dreamcast's read speed is another matter. And whether they could or couldn't make it work isn't what makes it possible/impossible. If all your argument is gonna come down to the game not being on Dreamcast then um, yeah nobody said otherwise, thanks.I didn't suggest that it was impossible, I was simply pointing out that they didn't exist.
My qualifier, since this subject is about GTA III, was that games like Crazy Taxi and Super Runabout are racing/arcade games. Comparing them to GTA III is actually ignorant. Doubly ignorant is comparing GTA III for PS2 to PC. R* have said numerous times that they were only able to pull off GTA III on PS2 because of streaming data from the disc...which is not an obstacle with an HDD on pc and Xbox. This was something not possible with cd rom tech.
Did you miss the part where R* were developing the game for Dreamcast and canned it because they couldn't get it to run? You say "of course" they did this like there was a precedent. GTA III was the precedent, prior to DVD you could only stream audio from disc.B
Um what? You were acting like there was too much data for a gd rom. Ie over 1gb. The pc release only needing 500MB likely for higher quality data at that shows it could fit on a gd rom and then some (with room for duplicated data to help loading even). Of course they had no standard hdd to install to and stream from on a ps2 so of course they streamed from disc. Whether they needed to max out streaming speed exceeding the dreamcast's read speed is another matter. And whether they could or couldn't make it work doesn't make it possible/impossible.
What are you talking about? Only stream audio? Dvd made streaming possible? You are clueless. Games like Soul Reaver streamed all kinds of data off cd/gd too. Or do you think they put an invisible hdd on ps1/dreamcast for it?Did you miss the part where R* were developing the game for Dreamcast and canned it because they couldn't get it to run? You say "of course" they did this like there was a precedent. GTA III was the precedent, prior to DVD you could only stream audio from disc.
You clearly don't know the difference between streaming data and loading data.What are you talking about? Only stream audio? Dvd made streaming possible? You are clueless. Games like Soul Reaver streamed all kinds of data off cd/gd too. Or do you think they put an invisible hdd on ps1/dreamcast for it?
Well, I wouldn't phrase it as certain genres couldn't be done on the Dreamcast, it's just a matter of how far the Dreamcast could go with them. For example, the PS2 had a lot of third-person action games like the Jak & Daxter games, the Ratchet & Clank games, and the God of War games that were pushing polygons that were, in my judgment, considerably beyond the Dreamcast's abilities. I don't think those games could have been downgraded and ported for the Dreamcast while keeping the essence of the games intact. Most mid to late PS2 games looked to be pushing and manipulating geometry in a way that were beyond the Dreamcast's abilities. That's not to say the Dreamcast couldn't have a great exclusive game in those genres, it just couldn't have done decent ports of a lot of PS2 games.I think you're thinking more about storage (wider open world like San Andreas )than polycount.
If you were really thinking about polygon amounts. How many genres would be impossible on DC, i'm curious? (It's not forbidden to limit geometry to fit with Dreamcast's limits, it's called downgrad )
An audio processor. Back then data and audio were separate systems running in parallel. You load the game data into RAM and stream the audio. This is why cd-based systems can have the cd removed from the system with the game still running.Okay, do tell what makes audio data magically the only type of data you can stream off a cd vs dvd and what magic obstacles there are to streaming that aren't a mere combination of a) the size of the data your game design needs to keep gameplay uninterrupted and b) the read speed of data possible by your system and its available drive, whatever that is, a hdd or optical, dvd or otherwise. Also why gta qualifies as streaming and soul reaver doesnkt even though both keep gameplay uninterrupted by loading what's coming ahead before it's needed.
Seems you don't know what loading screens are. The game areas were designed in a way that meant the system's read speed could have the next area ready by the time the player got through it. That's all. Whether that was a corridor or any other area, it was to balance what is currently in ram, what can be unloaded, what needs to be loaded next. Do you think gta didn't have similar design thoughts put into its own distribution of assets/areas and that they could have loaded anything else, say 2x or 4x of each thing already in the game instead? Did it magically make ps2's ram infinite too or what? Having actual loading screens in the game already vs your own interpretation of what a loading screen is to apply it to soul reaver says no, its streaming potential wasn't infinite, just balanced for the game as it was designed, just like soul reaver's was for itself.An audio processor. Back then data and audio were separate systems running in parallel. You load the game data into RAM and stream the audio. This is why cd-based systems can have the cd removed from the system with the game still running.
You used Soul Reaver as an example, and it is an extremely bad one unless you think all of those looooong corridors were fun and an important part of the game design. They were loading screens.
PS. I was making Dreamcast homebrew before PS2 was even out. I am very familiar with the hardware and it's limitations.
LOL, what?Seems you don't know what loading screens are. The game areas were designed in a way that meant the system's read speed could have the next area ready by the time the player got through it. That'd all. Whether that was a corridor or any other area it was to balance what is currebtly in ram, what can be unloaded, what needs to be loaded next. Do you think gta didn't have similar design thoughts put into its own distributiob of assets and they could have loaded anything else, say 2x or 4x of each thing already in the game instead? Having actual loading screens in the game already vs your own interpretation of what a loading screen is to apply it to soul reaver says no.
Did you miss the part where R* were developing the game for Dreamcast and canned it because they couldn't get it to run? You say "of course" they did this like there was a precedent. GTA III was the precedent, prior to DVD you could only stream audio from disc.
you can stream data from cd too maybe there is a problem with how good it works for the game needsI didn't suggest that it was impossible, I was simply pointing out that they didn't exist.
My qualifier, since this subject is about GTA III, was that games like Crazy Taxi and Super Runabout are racing/arcade games. Comparing them to GTA III is actually ignorant. Doubly ignorant is comparing GTA III for PS2 to PC. R* have said numerous times that they were only able to pull off GTA III on PS2 because of streaming data from the disc...which is not an obstacle with an HDD on pc and Xbox. This was something not possible with cd rom tech.
EDIT: Decided to look up the pc version of GTA III. The pc requirements say 500MB installation size because the music files were streamed from disc. A digital copy from Steam is 1.8GB.
“I also concocted a crazy algorithmic texture packer that would deal with the fact that our gorgeous 512×240 mode left us with too little texture memory. And the even crazier – way crazier – virtual memory system required to shoehorn the 8-16 meg levels the artists created into the Playstation’s little 2megs of RAM.”
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See this video at 23’50’’ where Andy Gavin explains how he was chunking code, assets, audio, all sorts of data that was needed in 64 KB pages the game would then stream in and out as you moved through the level:
So… no…?
In that case, it's different and of course, i agree. With less geometry, DC would have to compensate with something else. Bump mapping, 2D elements, normal mapping ?Well, I wouldn't phrase it as certain genres couldn't be done on the Dreamcast, it's just a matter of how far the Dreamcast could go with them.
In that case, it's different and of course, i agree. With less geometry, DC would have to compensate with something else. Bump mapping, 2D elements, normal mapping ?
I would be so pleased to see old blocky port like Rayman 2 being enhanced by the often unused Dreamcast abilities... (Still love the overall look of that game )
tomb raider iv used emboss bump mapping
it wasnt used that much, maybe it costs too much and has to be used with small textures
DC has very interesting stuff like the compresion algorithm they used in its textures that proved to be difficult to match or exceed for the other consoles(excepts xbox) at the begining of their life, but lacked greatly in other things like the ram speed and size and vertex processing and ilumnation maybe because the tech available at the time, it was a very good product in my opinion when it released, it probably could be used in a smart way with various levels of details strategies to make competent ports of some games form ~2004 from the other consolesI just think the Dreamcast died too soon (after 2 years and 4 months), many games were just slightly enhanced cross gen games.(Shadowman, Rayman 2, Tombraider...)
Publishers just ported quickly their usual IPs and didn't care about exploiting the Dreamcast since the stellar PS2 was coming soon...
DC has very interesting stuff like the compresion algorithm they used in its textures that proved to be difficult to match or exceed for the other consoles(excepts xbox) at the begining of their life, but lacked greatly in other things like the ram speed and size and vertex processing and ilumnation maybe because the tech available at the time, it was a very good product in my opinion when it released, it probably could be used in a smart way with various levels of details strategies to make competent ports of some games form ~2004 from the other consoles
tomb raider iv used emboss bump mapping
it wasnt used that much, maybe it costs too much and has to be used with small textures
Interesting. I didn't know that much this game. Very good water effect (0:20) and the title is less blocky than the usual first dreamcast productions.(the announcer has 18000 polygons, not bad.) Nice looking game. Too bad, the DC was already dead
DC came very late in the generation, its more interesting if you consider that we started the 90's playing nes games but ended with the release of DC and its first monthsNot rrally the subject but crazy how on the same "generation" of consoles you had the PSX that could barely display any texture or polygon correctly while the Dreamcast was showing the same game with some advanced features that would only be used on the next gen.
They were still doing, not 64 KB files, but 64 KB chunks of data (you would have wanted to use the most compressed geometry and texture representations you could do 64 KB of data was not too too bad, N64’s texture cache was 8 KB ) to keep the 2 MB of RAM full, seek time issues were partially ameliorated by duplicating data on the discs and reducing seeks as you are streaming the level back and forth. Far bigger problem was RAM not allowing to store enough seconds worth of level data in without lots of visibility tricks to cover seek times.There are exceptions to every rule, of course, but this was certainly not common practice. They were literally hacking the file system pipelines and bypassing interpreters to achieve this. They actually have patents on the systems they created for Crash. And that was for 64kb files, lol. He actually goes on at length describing how little data you could fetch in real time with cd-roms slow seek/fetch times, this is completely impractical for streaming real time geometry and assets for something like an open world game.
Pretty much everyone other than you considers/calls what soul reaver does streaming. Maybe the term wasn't as common back in the 90s though so you can find sources just calling it uninterrupted or on the fly loading or whatever else. Even the Crash guy rarely if ever calls it streaming yet you conceded to it being an exception to the rule, ie admitted in a stupid way that indeed it can be done on cd even though you claimed it impossible and tried to ridicule those opposing that claim.
It doesn't load in corridors, it always has 3 world chunks in memory, unloads one as you progress past it and loads the one further ahead. One or two or all three or none may need corridors attached to pad the length. On the fly. Without pauses and loading screens. Or whatever. If your drive malfunctions or is slower for any reason it won't keep up and you'll get a dark void. IIrc also the word streaming shows but not sure about that, it doesn't matter anyway.
It's similar to Metroid Prime's streaming though that frequently needed extra time due to the complexity of the areas so doors didn't always instantly open into the new area (and this can be aleviated with faster devices than its drive even though the game wasn't made for them). Simpler design would have it completely seamless regardless, they chose not to compromise to that is all.
Now as you did with Crash you move the goalposts to wanting streaming exactly as GTAIII does it, laughing at the small size of the streamed files or whatever, as if ps1 could load GTAIII assets even if it had a dvd drive.
I did not say ps1 could run GTAIII as is, I said cd or gd or dvd do not inherently have or don't have streaming capabilities, they are just stored data and it's all about the game balancing what needs to be in ram with the available read speed of said data by the drive and interface speed.
Of course ps1 was slow as it had a 2x drive, the slowest and cheapest possible. There could have been another cd based system with a 12x or more cd drive and more ram and power and everything and that would still be cd and facilitate streaming of larger assets easier along with other tricks mentioned already.
GTAIII's gameplay and world design was also done to work in tandem with the streaming, that's why you have that vehicle top speed, that's why you have that world design, that asset density, that everything you ever see, that's why you have literal loading screens for many mission areas, usually indoors, as it can't stream infinitely without concessions the devs wanted those areas to be free of vs the open world etc., because it too is limited by the read speed and the data that needs to be loaded in ram to function in the game. Less than ps1 obviously as it is superior in every way. Both did streaming in game still.
Not sure of Dreamcast's read speed atm (I think it's a 12x drive but I mean what that translates to in actual data with the interface used) but it's likely faster than a ps1 given the huge difference in asset complexity, without crazy long load times (with exceptions, as there are ps2 games with long load times too).
Gamecube game examples have also already been mentioned but you conveniently don't respond but to specific comment bits you can, in isolation and ignoring everything else said (as well as all the debunked stupid shit you have claimed while appealing to your - lol - authority as having dabbled in development), pull a gotcha on. Lame.
I'm pretty sure both have slower read speed than ps2, maybe even half as fast, but different games or versions of games could make that work for streaming regardless by adjusting their design, tech, asset complexity and so on.
Where read speed is mentioned obviously that means including potential seek times as game data isn't linear like a video (video being another format outside your exclusively audio claim that games streamed often off cd but anyway, meme away I guess) hence tricks like duplicate data on discs etc. (and on Dreamcast cd rips without the duplicates of gd acccelerating drive failure because of the added seek stress).
This is not true. Dreamcast has many games streaming assets from disc real time, like Crazy Taxi for exemple which streams the city. Even Saturn has, for exemple Road Rash.prior to DVD you could only stream audio from disc