You clearly said it can't render far. That's not how shit works. I quoted you doing it so what are you saying this to, your own posts?
Henry Panic said:
Dreamcast has a limit in how much area it could render on screen at once. Usually anything more than a block away in the game world will stream in off screen. Even in Shenmue this happened which was the consoles Hallmark game.
Also, nothing in my posts is speculating, I discussed things vs your examples and named games showing facts you refuse to accept by handwaving it all away with no coherent argument. What crazy things happen in your precious Grand Prix Legends given it's also serious and down to earth in theme like F355 etc.? It's all simply racing. Vanishing Point is just a random game, not anything impressive, I just time stamped a track with sections similar to your GPL gif, though it has traffic on top of the opponents and the occasional airplane, air balloon, train, waterfall, etc. Similarly 4 Wheel Thunder is also mediocre but alternates certain tracks from openly lit to closed and dark so car lights illuminate the way (it has more unique tracks than shown but good footage doesn't exist), Rush 2049 has views for miles, shortcuts, traps, jumps and the Dreamcast's is the best version of the era, Le Mans has 24 opponents, dynamic time of day and weather (but also more evident loding on cars and scenery, yet these are all things used on all platforms, nobody renders the highest details far ahead, they just may do a better job hiding that, unless everything is low detail even up close), MSR has amazing geometry levels and does the different conditions too but they're different versions of the tracks like Forza Motorsport's (generations earlier). It's racing, what else can ya do if the theme isn't crazy like Daytona USA 2 or Scud Race? Is Sega Rally 2 arcade shit too now since it doesn't do more?
What is even your point, if Shenmue sucks for having obviously segmented areas without distant views then are you saying Quake 3 also sucked on PC at the time because it had closed off maps? It's just the type of game it was, obviously if they wanted it to have crazy large maps like Tribes instead then something else would have to give just as DOA2 looks like it does because it has 2-3 characters on screen where a fighting game like Giant Gram 2000 spreads the budget to 4-5 characters with the referee. I don't care what you think of "my" videos you handwave like that, at least they aren't the worst example like Sega Rally 2 trying to generalize a nonsensical point about the system. The Aero Dancing games have near infinite draw distance except the city maps where the 3D buildings understandably have more pop in just as they did in PC flight sims of the era anyway, elsewhere even distant bases, airfields etc. render miles ahead. Gundam Side Story 0079: Rise From the Ashes renders far more than a block with plenty of action, explosions, friendly and enemy AI (though fade in is quite visible it's not so different to something like Armored Core). MDK2 doesn't seem to restrict its levels in any way as plenty of them have crazy distant views with no pop in. Did Max Payne PC suck for being in mostly enclosed areas with only the core action going on? What else should be happening in these games that don't do enough for you? More enemies on screen? Why, they're all balanced differently for the numbers they have each, I never wished for more enemies in MDK2. If you want some extreme amount there are plenty great 3D shmups on Dreamcast with loads of enemies, bullets, explosions and bonus items to gather all at once. What's good enough for you?
I dunno what you want to see short of GTA style games the DC never got, not that anything happens in the distance far away from the player, who only affects things nearby, in those either. Many of the generation's most impressive ("Hallmark" if you will) games like MGS 2, 3 or the popular survival horror games had small segmented areas. What scale of game and gameplay are you thinking exactly, that somehow had both amazing up close asset detail and no compromise at all in the scale and distant views? 2007's Crysis? It's safe to say that wasn't common game design before 2001 and DC's death. With the GTA video linked in the very first post in this page you can see those games had obvious compromises just as anything else (and also had hardly great detail up close) to enable their scale on these older underpowered platforms and PC specs, hell, Crazy Taxi 2 is generally better in that (yes the pop in is evident in some sections more so than elsewhere but look at the density of assets, many of which are far more distant than others that pop in closer to populate the area with more detail) yet maintains 60fps despite its blazing fast gameplay speed.
Henry Panic said:
I know based on your posts you're a diehard fan, but boy, if you're not going to read my posts, and instead will skip them entirely missing the point in the process, to argue what you want to argue about instead, there's not much discussion to be had.
I mean look at the rest of your post. Ranting about MGS2-3 and Crysis, games I never mentioned, random comparisons to Armored Core, and talking about 'closed areas' which only serves to prove you didn't read either post. It was never about draw distance. You're clearly in the thread only to white knight without considering what the other person is actually saying.
Um, you brought up Shenmue as its "Hallmark game" after discussing racing games, made generalizations of the system having too restricted areas or too much pop in or not rendering far or not doing things outside the core close up action based on Sega Rally 2 and ignoring all others, but now you pretend it wasn't about any of that so that my examples of racing and some third person action games like MDK2 or Gundam Side Story 0079: Rise From the Ashes vs similar games on other platforms like Max Payne or Armored Core and the whole generation's "Hallmark" games MGS 2 & 3 can be handwaved as off topic fanboy drivel because they don't show and compare Dreamcast's capabilties as good as your generalizations based on one shit port? Fine, handwave everything and backpedal to your first post with your precious Grand Prix Legends proudly shown next to Sega Rally 2, guess what, it's proven easily achievable on Dreamcast with not one but three random and average games in timestamped videos being at least equal (if not better, you clearly see the road ahead is suspended on nothing in your precious GPL, the others do better grounding it off the track). There are many more where those came from as well, from the impressive Dreamcast games already mentioned elsewhere that you handwave even though they share none of the weaknesses of your Sega Rally 2 example to more random mediocre games like Speed Devils and Faster than Speed too.