Ranger Mission is not superior to HOTD2 or CM with its Behind Enemy Lines level low polygon enemies and drab backgrounds (though admittedly it does a half decent job aping the camera and snappy gameplay of Sega lightgun games, it's far from any of them in real quality, visually or otherwise) and most Atomiswave games past the DC's lifespan are cheap Sammy shovelware for mom and pop stores going for the cheapest, crappiest machines/games they can get their hands on and often don't even compare to Model 2 greats, lol. Dynamite Cop looks better than Demolish Fist, Manx TT & Motor Raid don't seem a whole gen behind Maximum Speed and Faster than Speed has some slick neon art assets but is clearly low budget, crappy and 30fps (without MSR tracks' polygonal complexity to make up for it) so it doesn't top any of the half decent and above racers on Dreamcast, not even Rush 2049. None of the later fighters, finished or otherwise, top anything good on the DC either, whether going for full 3D or cartoony looks like Project Justice (itself a very modest game but still better realized than the Rumble Fishes). The arcades had some life left but this stuff was crap.
Maybe it's possible on the Dreamcast with 30fps, reduced draw distance and some cuts in alpha effects.Each game has a reason, the dev's choice to make Gungriffon this way was to explore long draw distances without fog at 60fps. In the later stages there is fog, but with an artistic purpose. Gungriffon Blaze is part of the initial wave of the ps2 with a Dreamcastish look.
We cannot underestimate 60fps, the Dreamcast cannot reach 60fps even in some advanced 5th generation games.
shadowman 30fps (looks amazing)
Soul Reaver 60 (with frame drop)
star wars ep 1 race 30fps
Tony Hawk pro Skater 30fps
Re-Volt 30fps with code to reduce draw distance
Rayman 2 60fps ( almost no geometry increase)
Dino Crisis (3D engine) 30fps
RE3 and AitD 60fps
Vigilante 8: 2nd Offense 60fps
As we can see, some games have had an upgrade in polygon count, becoming full Dreamcast games, the character Tony Hawk has 1,500 tris and Soul Reaver Raziel 1,222 tris. Shadowman was also upgraded so 60fps was not possible.
Floigan Bros
Illbleed (with frame drop)
KAO the Kangaroo
Outtrigger
Sonic Adventure 2
Spawn: In the Demon's Hand
Super Magnetic Neo
Unreal Tournament 60fps fake
Soul Fighter
Pen Pen TriIcelon
As we can see, some games despite being complete Dreamcast have one or another intelligent trade off Sonic Adventure 2 holds 60fps better in the on-rails stages, Kao The Kangaroo has only one enemy at a time in the scene, Soul Fighter has shadows but collisions are bad, Spawn also doesn't have shadows like in Shadowman, alpha simulations are simple, Outtrigger is basically Spawn. Sonic 2 looks the best
the best and most impressive Dreamcast games are 30fps so these early ps2 games running at 60fps was a huge achievement in those days.
Great logic, Toukiden 1 is 30fps on any beast PC, so any beast PC can't handle slightly upgraded PSP games at 60fps!
GTAIV still has performance problems more severe than way more impressive games so any beast PC can't handle PS3 era jank, you can't ever fault a dev/port/game for an unoptimized result, only the platform!
You just used one of the few 480p examples on PS2 (despite huge issues with it) to decide it negates the 480p advantage of Dreamcast's almost every game and now you use any example of a badly performing/looking game/port on Dreamcast as its best scenario and ignore its actual greats?
Dreamcast had plenty 60fps and 30fps and any fps games that look well beyond anything on previous platforms and wouldn't look out of place or like a different generation next to any PS2 great, even if they wouldn't reach its absolute best (just as plenty worthwhile PS2 games don't reach its top 1% in the same way and stuff like Persona 4 look closer to Sakura Wars 3 & 4 and Skies of Arcadia than Final Fantasy XII), in every stage of its short life. It's been demonstrated here more than enough to go back to such ignorant, pure, distilled bullshit.
The Dreamcast had the excess power needed to emulate (and enhance with double resolution, texture filtering, improved performance and whatever else) PS1 with a half baked and quickly killed off emulator app, not just handle proper ports with a few minor upgrades.
Going by that "logic" (personally I don't think beautiful, polished, stylish 60fps games like F355 or even Daytona USA lose to any 30fps equivalent like Le Mans for not having all its best effects, as the 60fps has a visual factor too, same for MGS2 vs 3 on PS2 even if Kojima clearly chose how to advance with the series at that point with lower fps for higher fidelity, same for Crazy Taxi 2 being one of the most impressive Dreamcast games improving on the original with way less pop in, etc.) the best and most impressive games on any 3D platform ever are generally lower fps since it's always been a trade off between fidelity (in various ways, resolution, polycounts, scale of game design, effects, whatever) and performance, the fuck is your point? You just name dropped GTAIII as so beautiful on PS2 and I showed you its fps, now you prefer the plainest looking 60fps game on it instead to push the opposite narrative? Even current platforms demonstrate this with "more impressive" fidelity vs performance modes available. Or just PC games always having options that will increase some visual aspect and reduce performance. It's how this 3D shit works!
PS: stuff like Shadowman get single freaking digit fps on PS so between that, the resolution & other upgrades it's a huge performance gulf, even if far from DC's best as it never got a high budget/talent/effort exclusive of the sort. This is what some effort did for ports, never mind real next gen titles:
It's not like PS2 or even GC always fared better in instances such multi version games existed, see Rush 2049 and Hydro Thunder for example, where you can both fault them for having a game also on last gen platforms yet not achieving constant 60fps and having a worse version than the Dreamcast.
AitD in your list is on PS2 too. Clearly devs were waiting for PS2 before moving on from the last generation, another hit for Dreamcast, hence there are less examples of real multiplatform games that are on all of these systems. Most DC ports to others were hardly enhanced if not worse though