resorted to ad hominem and strawman arguments like just now telling esppiral he thinks gta3 maxed out the ps2 or whatever, which he never claimed
they had full time paid developers to make the game run the best possible on PS2 with official tools and assistance
I just saw this edit so allow me to answer that.you previously pretended Dreamcast can't even do a track based game like Emergency Call Ambulance comparing it to actual open area games like Crazy Taxi 2 and how to you they didn't look quite as good per asset but I guess now far more complex games like GTAIII are within its grasp, nice
Why would an early attempt game originally made for a notoriously difficult system to develop for running in some altered form on Dreamcast 20 years later would make anyone's head explode? Is the game PS2's highest technical achievement or something?seeing the dreamcast run the PC version of GTA 3 must've made some PS2 fanboy's heads explode.
Because it seems the Sega fans of this forum are still stuck in their schoolyard console wars years. It's like time stopped for them when Sega announced they would forfeit and they are still kids in 2001.Why would an early attempt game originally made for a notoriously difficult system to develop for running in some altered form on Dreamcast 20 years later would make anyone's head explode?
It wasn't the best it could be because the console was still new at the time GTA 3 was being made and the devs didn't yet have the experience they needed to push it.
espirral's argument against homebrew projects is that GTA 3 was an expensive game where the devs got paid, so that means a homebrew project would never have the chance to be as good or something like that. Which is easily proven false if you follow modern homebrew projects. This is ignored and never argued, other than your usual laughing emoji response of course.
And that's not even counting the fact that this DC port is just that, a port. Porting is not the same as making a brand new game from scratch, which is what GTA 3 on the PS2 was. Porting has it's own difficulties but it doesn't require the same amount of recourses, which is why a brilliant developer or two can port a huge game like this from one system to another, without getting paid.
Or Maybe because it was the prime example from fanboys to demonstrate that this game wouldn't be possible in any shape and form, and shit on the system yet here we are, that doesn't mean we think the console is more powerful than it is, but its capabilities were heavily underrated.Because it seems the Sega fans of this forum are still stuck in their schoolyard console wars years. It's like time stopped for them when Sega announced they would forfeit and they are still kids in 2001.
Same hardware, homebrew vs retail but 30 years later. The difference here is ridiculous. But there are many examples.
Exactly. This is a prime example of why we shouldn't underestimate homebrew development because it's not a paid job by professional devs.Doom released at launch, it was a rushed port. 30 years later, dedicated people took A LOT of time to understand the flaws and fix them.
Sure, but it doesn't make the 32X or Dreamcast any more powerful.Exactly. This is a prime example of why we shouldn't underestimate homebrew development because it's not a paid job by professional devs.
Paid jobs have many burdens. Deadlines is probably the heaviest. Pretty much any paid project has a deadline. Not having deadlines is one of homebrew's biggest advantages. You said the magic word: "Rushed". How many retail games were rushed? Had cut content or being unoptimized because of that? But you don't hear that word in the homebrew circles.
There are way too many examples of homebrew ports/hack/patch/source engines being the best way to play many games out there.
Not sure where that comes from but yeah, naturally.Sure, but it doesn't make the 32X or Dreamcast any more powerful.
Exactly. This is a prime example of why we shouldn't underestimate homebrew development because it's not a paid job by professional devs.
Paid jobs have many burdens. Deadlines is probably the heaviest. Pretty much any paid project has a deadline. Not having deadlines is one of homebrew's biggest advantages. You said the magic word: "Rushed". How many retail games were rushed? Had cut content or being unoptimized because of that? But you don't hear that word in the homebrew circles.
There are way too many examples of homebrew ports/hack/patch/source engines being the best way to play many games out there.
This is getting ridiculous. I think this is great and will be cool to see how far it goes and I definitely think if DC lasted another three or four years it would have a lot better looking games that make the launch games look bad. Look at the jump just from Sonic Adventure to Adventure 2.
But.... Some are using this to "get back" at people making claims that don't matter which makes it more pathetic because while this is cool, it's old. I wouldn't gloat if someone got Splinter Cell on PS2 looking more like the Xbox version or God of War 3 on 360.
You completely missed the mark.It's not about DC exceeding PS2, it's about the narrative at that time that GTA3 skipped DC because it can't run it. Some PS2 warriors feel threatened at the idea of letting go of this narrative therefore we have the improvements made to Doom on 32x of all games shoved in our faces. Really, no matter how well they get the port running, this is something they can always go with so they're "safe".
The Dreamcast community will make it happen :I'd be curious to see alternate timeline where Dreamcast had a full healthy life cycle. For science.
It's unfortunate that we'll never really know what late gen Dreamcast games could have looked like because Sega pulled the plug less than a year and a half after its North American launch.
GTA3 reduced to 400MB on DC...
Esppiral
Yuji Naka has a message for you and the Dreamcast GTA3 team:
"Not bad, pathetic gaijins. But with my superior japanese IQ i could have reduced it to 250MB and ported Vice City on a single CD rom back then "
Do you accept the challenge ?
Next ports Vice City, VF4 and Orta ?
The Dreamcast community will make it happen :
GTA 3, VF4, Orta, Outrun 2...
We are loosing PS2 fanboys.
Ps2 seemed gimped or worse in some aspects while dreamcast seemed better in other things like reosultionIn any case, those two years of beautiful visuals and fantastic games, were glorious.
It might have been a half step to the experiences the PS2, GC, and Xbox would eventually provide, but it was a wonderful one, and I wouldn’t change a thing.
The Dreamcast community will make it happen :
GTA 3, VF4, Orta, Outrun 2...
Well, as I lead and designed both Lemans Dreamcast and Transformers Armada PS2 I might be able to shed some new light on the question of this thread and more for all that wonder!?
Well, as I lead and designed both Lemans Dreamcast and Transformers Armada PS2 I might be able to shed some new light on the question of this thread and more for all that wonder!?
WOW!!! I have couple of questions!!Well, as I lead and designed both Lemans Dreamcast and Transformers Armada PS2 I might be able to shed some new light on the question of this thread and more for all that wonder!?
Well, as I lead and designed both Lemans Dreamcast and Transformers Armada PS2 I might be able to shed some new light on the question of this thread and more for all that wonder!?
Hey Xaerox,WOW!!! I have couple of questions!!
1. How you were able to push DC further than most developers, incluiding Sega itself with Le Mans?
2. How close to truth is Internet myth that Le Mans reachs 5 million polygons per second on DC?
3. Everytime i play Le Mans, to this day, i think how cool would have been a F1 game with that graphic engine on Dreamcast...Probably it would have been the greatest F1 game on the entire catalog...You sort of did that with Grand Prix Challenge for PS2, but i´m not sure if that game run on Le Mans engine, question is...how possible would have been Grand Prix Challenge on DC?
4. What do you think about the GTA III Project on DC?
Finally, thank you and the entire Infogrames Melbourne House for Le Mans and Looney Tunes Space Race, those games brought great moments and then memories for me and my sister back in our teenager days! Cheers from Colombia!
Oh damn i may be late to the party in singing praises but both of those games are among my favorites for each respective platform and both demonstrated a level of polish a cut above most of their contemporaries. Your work is appreciated, much love!Well, as I lead and designed both Lemans Dreamcast and Transformers Armada PS2 I might be able to shed some new light on the question of this thread and more for all that wonder!?
Grande Prix Challenge is another game I've allways said it looks amazing on PS2, and about the framerate of the game I allways thought there was something "rare" going on like one of those interlaced 30 FPS video that look like 60 FPS depending on the deinterlacing method, you guys are super talented.Hey Xaerox,
Thanks for the questions!
1. We build Lemans from the ground up specifically and only for the Dreamcast, the rendering engine, physics simulation, assets, all of it. A bit of a work of passion really and I think the approach was much like how Sega itself might build a first party game. I actually brought the game to Sega Japan and they were extremely surprised about some of the things the game was doing! They took me around all of the Sega AM groups to get their feedback and actually wanted to publish it worldwide as a 1st party Sega title ;-)
2. It's perhaps a myth for the final shipping version of the game! The game uses a sustained 50,000 polygons per frame + effects at 30FPS. It renders a pretty constant load balanced 25,000 for cars and 25,000 for the circuit per frame. So that's really 1.5M polygons per second, call it close to 2 with all effects lol. However, the graphics engine is very optimized and can do 4 million perhaps 5 million polygons per second! Lemans had the unique problem of having 25 cars on track at the same time. Every car has the same sophisticated physics simulation as the player car, as well as an AI driver and associated audio - the races are authentic, and all cars behave with the same physics characteristics as the player has. This uses a lot of CPU resources, compromising how much of the CPU can be dedicated to 3D transforms and feeding the GPU with vertices! There is an unreleased early version of the game that we showed at E3 that has one finished track and 8 finished cars on track that runs with the same polygon count at a sustained 60fps! In that version with 8 cars on track it does 50,000 polygons / frame at 60FPS = 3M polygons / second.
3. We would love to have made Grand Prix Challenge for Dreamcast as well. It uses a similar in-house engine, but this time optimized ground up for PS2. The Dreamcast could run it at 30FPS with some changes. GPC uses 2-3 times the polygon counts on PS2 at what looks like double the frame rate. However, it is an illusion and is cheating! For the longest time GPC was stuck at 30FPS on PS2, however late in development we discovered a secret that literally doubles the apparent frame rate! Essentially, we are doing something similar to DLSS3 on PS2 and I'm amazed it's taken this long for something like DLSS3 to appear! GPC runs at 30FPS, however it generates the next frame an in in between interpolated image from the prior frame to deliver 60FPS in a 30FPS game Transformers Armada uses the same trick and in hindsight it might have been possible to do that on a Dreamcast as well! In any case if GPC were ever made for Dreamcast it would have less polygons and better image quality than the PS2 game.
4. It's awesome to see people still trying to do things like on Dreamcast! If the graphics engine and assets were rebuilt from the ground up for Dreamcast there is no reason you couldn't do a pretty cool version of GTA III for it. However, given the original game uses Renderware that ran quite badly on PS2 and is very slow in first place it'll be a challenge to make it run beautifully on Dreamcast. Good luck with it though
Cheers to you in Colombia!