Yeah but the Dreamcast is also a cult favorite. I doubt 90% of those votes even know why the Dreamcast failed or anything technical about the system. Just "I like dreamcast." I anticipated it would around 80% positive, most everybody loved it.
Whilst the PS2 was undoubtedly more powerful, its video output was utterly appalling, like having 3 layers of vaseline smeared over every interlaced pixel compared to the Dreamcast's crisp, razor sharp output.
..even today running games at 4K internal res via PCSX2, some games still look like utter dogshit.
For a small, 29 000 yen machine in 1998, the Dreamcast was simply as powerful as it got. Sega just couldn't do better than that, considering they had to rely on "off-the-shelf" components. Its form factor reminds me of the PC Engine back in 1987, another small yet powerful machine for its day.
The problem is, technology moved at such a rapid pace at the time, that 3 years later, the Dreamcast wouldn't have been able to compete with the new Xbox and Gamecube. So of course, the Dreamcast ended up being the least powerful machine of its generation. But in 1998, AT LAUNCH, Dreamcast, in terms of power/price/size ratio, was completely unmatched. It really was.
If youre factoring in its size, and its price yes. Raw power compared to a PC at the time, or an arcade machine was not exactly impressive but wasnt what
you might call "powerful" (as I interpret it). Thats all.
I can bend a little and say Ok. for 199, for 1998, for something no bigger than a Saturn , Ok. It was a great value proposition.
Compared to what existed, objectively for PC hardware, gaming hardware, rendering hardware, what was being developed for
release a year later by Sony, or by the measure of what it may have been if Dreamcast had used the Matrox chip originally intended...
I dont know if I would say its powerful . Its in THIS context I am reluctant to call it powerful. In full context and in retrospect.
Power was never its problem, it was just a bit rubbish, regardless of the rose tinted lenses of the few that owned it and the cult like, almost urban legend reputation it's garnered in the decades since.
IIRC there were two Dreamcasts in development, Black Belt and Katana, and Sega went with Katana for whatever reasons, I don’t think there was intent to go with one or the other.
There is no objective measurement of “powerful.” Obviously the Dreamcast is extremely weak by today’s standards. The question is that it was a major leap over what was on the market and even looked solid next to early PS2 games. It was very impressive and people were generally satisfied with it. NFL 2K looked like a true next generation upgrade over Madden PS1, and stuff like Sonic was doing things that the older consoles didn’t, and it was obvious. Second gen titles like Soul Calibur pushed it even farther.
Let’s say the PS2 never existed and the DC was the only console - would people have been happy with that systems output going forward? I think so.
Virtua Fighter 3 was not a launch dreamcast game. And Soul Calibur was not a launch game for the system itself- The system was out in japan for a while which someone
reminded me of on this thread, we were not getting worldwide releases yet.
I didnt take any jabs at Dreamcast- its the weakest of the generation.
I also didnt praise PS3 at all, I praised its generation. I pointed out the PS3 because it had the biggest graphical showcases. You're drawing some kind of
lines between the systems I mentioned in a context I did not bring them up in. I brought them up to demonstrate "generational leap". the 360 is part of that
generation, I didnt claim the PS3 was a generational leap over the 360, I claimed the PS360 generation was in fact as big of, if not a bigger generational leap
than the dreamcast was over the N64/Psx. Thats literally it. That it was a one generation difference and we went from Evolution, Timestalkers, Power Stone and
such as being average examples of Dreamcast games to games like Motorstorm.
If you want to compare Apples to Apples compare a dreamcast launch title like Flag to Flag ( was it launch? I think so, if not I think its close enough)
to a PSX launch era title like Ridge Racer or Wipeout- Perfectly good leap. But compare Flag to Flag to for instance ,Ridge Racer 7 , Motorstorm.
I think the generational leap is pretty big if youre counting just whats on Dreamcast.
And LOL at trying to say PS3 was intended to be a generational leap over the 360! Literally nobody even said anything like that.
The 360 had a year head start but by the end of the generation the PS3s games were graphically much better- thats why I brought that up.
I could have made the same argument effectively just using examples from the XBOX 360 though to say that the leap from Dreamcast to its next generation
was decent compared to the previous.
By the way the PS3 was pretty impressive when it came out compared to the 360... I know a lot of people dont recall it correctly but imagine that about one year
after your console comes out the competition comes out with a machine that had: HDMI, Bluetooth wireless including controllers as standard, a bigger hard disk that is also
easily up-gradable, Standard Wi-fi, a BLURAY drive and those players cost over 500 on their own at the time, FREE online play, motion controls,
full backward compatibility to 2 generations, and Im not going to nit pick about its other connectivity or anything but the 360 had to play catch up....
And this is before the scope of the RROD was even apparent. I would say the PS3 is very impressive if you stick a launch PS3 next to the XBOX 360 as it existed at that moment.
I don’t remember a single multi-plat game that performed or looked better on PS3.
I don’t remember a single multi-plat game that performed or looked better on PS3. 360 dominated the multi-plats. The PS3 may have had neat hardware but clearly it was not easy to develop for.
By the end of the gen, the PS3 had some stellar and breathtaking first party games, sure, but for me the 360 dominated my playtime last generation, much like the PS4 dominates my playtime this gen. I never had a 360 RR on me and my 250gb 360 Slim is one of my top 5 favorite consoles ever.
PS3 had noisy fans too, from what I remember. At least my launch model. PS3 Slim seemed a lot better
"Outperformed" is underselling how large the gaps were back then - DC->XBox was a 10x jump in most things that mattered
There was a *three year gap* between the DC and Xbox launches. There should have been a large gap at that point.
.
There were at least 8-12, and some of them were high profile games. Which isnt saying much over the span of hundreds of games.
What?
Are you asking me to go find which games were better on PS3 or what?
um. Okay, man
sure
.
There were at least 8-12, and some of them were high profile games. Which isnt saying much over the span of hundreds of games.
Bring them up dude. Don't rewrite history. I want to see those 8-12 high profile games.
LOL at "high profile games". The PS3 got an inferior version of Vanquish, Mass Effect (1-3), Bayonetta, Red Dead Redemption, GTA4, etc, etc. Those days the tears of Sony fanboys were plentiful.
If you own both machines and are wondering which to buy, it's a tough one to call overall but in my view, the v-sync implementation has to give the PS3 version the edge.
PS: I lived through those days with the naiveness of a young fanboy who had just pledged allegiance to Sony. I was drinking the kool-aid until I got a taste of Halo iirc. In retrospect, I have lived through so many decades of unfulfilled promises by videogame manufacturers that I just can't get excited anymore for announcements.
Your memory is wrong.Read what you quoted. I never said 8-12 were high profile. Never. I said some were high profile. Just off memory Bioshock,, Infinite, GTA5, Battlefield 3, Portal 2, Dragon Age(both versions) LA Noire, Oblivion, Far Cry 3, FFXIII Tomb Raider 2013. That's just without really digging. Lots were toss ups, but again 360 mostly won.
And Vanquish?
Eurogamer verdict
Don't get me wrong, PS3 BioShock isn't a bad game - with content as strong as the original release's preserved 100 per cent intact, it's never going to be - but the actual quality of the conversion itself is obviously and quantifiably sub-par.
Both versions of the game aim for a 30 frames per second update, but Xbox 360 virtually eliminates tearing with more of an adherence to v-sync while PlayStation 3 uses the usual Unreal Engine 3 approach: v-sync at 30FPS, tear underneath. The result is smoother performance on PS3 at the expense of more screen-tear. Read our full comparison analysis:
The good news is that overall frame-rate is remarkably consistent in these scenes - the only real differentiating factor comes down to the screen-tear, where we see that some scenes operate with an advantage on Xbox 360, while others clearly perform better on the PlayStation 3 - as good a sign as any that DICE has aggressively optimised for the strengths of each platform.
You'll note that much of the tearing takes the form of individual, or small groups of frames at the top of the screen - particularly on the PlayStation3. In these situations it's highly unlikely that you'll actually notice them at all. In other cases, the tearing is much more obvious, and based on our experience with the game, if we had to guess, we'd say that lighting causes more issues for Xbox 360 performance while transparencies are more challenging to the PlayStation 3's RSX.
However, in truth, there are so many rendering technologies in play at virtually any given point that engine load must be immensely variable - it's absolutely remarkable that it's as consistent as it is. For that reason, cueing up like-for-like gameplay isn't so easy: engine stress levels can adjust radically within a split-second, but we should be able to draw some general conclusions from clips snipped from various points within the campaign.
Bring them up dude. Don't rewrite history. I want to see those 8-12 high profile games.
LOL at "high profile games". The PS3 got an inferior version of Vanquish, Mass Effect (1-3), Bayonetta, Red Dead Redemption, GTA4, etc, etc. Those days the tears of Sony fanboys were plentiful.
Internal resolution is the same between PS3 and 360 too: a clean-cut 1280x720 with post processing anti-aliasing. However, even in cut-scenes the 360's textures appear smoothed over, while PS3's remain comparably sharp.
Your memory is wrong.
Bioshock was better on 360. PS3 got their port a year late too.
Page 2 | Xbox 360 vs. PS3 Face-Off: Round 15
Eurogamer's dogged, relentless coverage of the latest in cross-platform console development continues into this mammoth…www.eurogamer.net
Bioshock Infinite was a tossup.
The bottom line is that the 360 game enjoys a higher level of visual integrity, but in comparison to the PlayStation 3 version it takes a hit in terms of smoothness and response. This is most apparent in areas of the game that feature open parts of the enviroment with long draw distances and also during alpha-heavy scenes where explosions and other similar effect are used. In less demanding scenes featuring fewer enemies and effects there is little to separate the two at all: a constant 30FPS is regularly maintained in reasonably intense battles located in more enclosed indoor areas of the game. Likewise, heavily scripted sequences featuring destructible environments don't appear to cause any issues, as long as draw distances are kept short and there isn't an abundance of particle effects or multiple light sources in play. Overall, it's clear that both approaches have their strengths and weaknesses. Those more susceptible to screen-tearing may well prefer the more consistent look of the 360 game, although, in our estimation, the smoother frame-rates on PS3 mean that it feels slightly better to play.
Your memory is wrong.
Bioshock was better on 360. PS3 got their port a year late too.
Page 2 | Xbox 360 vs. PS3 Face-Off: Round 15
Eurogamer's dogged, relentless coverage of the latest in cross-platform console development continues into this mammoth…www.eurogamer.net
Bioshock Infinite was a tossup.
Battlefield 3 is another tossup. In fact the PS3 is praised for coming as close as it has never been before on a DICE game to the 360/PC.
I am not going to look up the other games. Even assuming you are right, I think you remember things differently because the PS3 ports became better over time, but the 360 version was still the reference version until the end.
Vanquish was a personal preference from the author. But we can give that one to the PS3. I would argue a smooth frame rate was required to Vanquish. For example, the same argument but in the opposite direction is used to call Bioshock the better port even though it drops resolution from 720p (x360) to 680p (PS3) in favor of frame rate.The only one I looked up for you was Vanquish and it was wrong lol
Please go home with your sad comparisons. All of you.
Lmao, I can't believe that guy brought up Thief: The Dark Project to counter these examples, I adore the game and it's always installed on my PC with its sequel but a technical masterpiece or looker it isn't, it's an amazing game and game design showpiece worth mentioning in that context alone (charming as I find it that's the design, not the asset complexity or even quality in cases). Similarly for Half-Life, it got ported to Dreamcast decently anyway (if only it was completed and released, the unfinished state is still not bad as in the video I posted on the real hardware, here's another) and it's where the enhanced Blueshift models pack fixing the butt ugliness of the originals (even for their time) came from too. Obviously those would come later but they still use Dreamcast's launch power, it didn't somehow get more powerful, lol. As for Unreal, Dreamcast did get an UT port, on the same engine, and a later game. And before that a Quake 3 port. With mouse controls and online play. Granted they didn't peform great (then again my local net cafe's PCs ran UT horribly) but again they weren't designed for the hardware and it was probably the first time the engines and games got ported on other platforms, though an Unreal port was being worked on for N64 (DD) at one point or something like that, by formerly PC-centric developers. They didn't do too bad. Gonna reiterate the numbers since people seem to have missed them and keep conflating aesthetics preference.Can anyone point to any games (on console or PC) which could match these Dreamcast titles at the time?
Virtua Fighter 3, November 98:
Sonic Adventure December 98:
Soul Calibur, August 99:
NFL 2K, September 99:
Ferrari 355 Challenge, October 99:
Shenmue, December 99:
Jet Set Radio, June 00
Ecoo: Defender of the Future, June 00:
It was definitely a big technical leap. I just regret that I was too into PC strategy gaming at the time to notice
To complete the numbers Tekken Tag Tournament fighters (which the devs said were overkill and reduced in Tekken 4/5 leaving room for other things, they too utilized less polygons better in time) sit between 6000 and over 7500 polygons, so they topped SoulCalibur by a lot but not all the others.It's certainly really close. I doubt most people could tell the difference without a side by side back then.
I think it's a matter of VF3 itself being an older 1996 game without as matured modeling methods that meant the amount of polygons didn't reflect on screen in the way seen in more modern games that followed the DC launch.
Kind of like I mentioned for Saturn's Virtua Fighter port's bad rep back in its day (though the cuts on that were much more evident). SoulCalibur is just a more stylish game for most people's sensibilities even if it clearly lacks the 3D environments for the most part.
For a comparison, the character models in the PS2 port of Virtua Fighter 4 are ~7000 triangles, Aoi (and all others) on the DC version of VF3tb is on the same level (7500) but they've used up 4300 of them on just her head. Clearly modeling matured since 1996.
SoulCalibur full character models are in the range of Aoi's head or less! Mitsurugi is 3876! The game just oozes style and grace, not just raw power.
For posterity the arcade version of Virtua Fighter 4 uses up to 20k polygons per character. Which is probably why people think it couldn't be ported to Dreamcast, unaware with proper care models can be reduced and still look pretty (as on the PS2, imagine that in sharp 480p with better textures).
Dead or Alive 2 DC character polygons range from 8416 to 9246 so a similar amount that looks better as that game wasn't made in 1996. Sega was pioneering with the likes of VF1, 2 and 3 so things that came later could improve. Still they weren't gonna remake the games for the Dreamcast port like Namco did, so they just cut down the existing models and what not until the game could run well on Dreamcast, which meant forms suffered a bit, it's one thing to cut down a model and another to make it on that budget from step 1 or work harder/smarter to ensure the high quality results.
"In the Dreamcast version of Dead or Alive 2, the backgrounds display 30,748 to 51,894 polygons per scene, while the characters display 8416 to 9246 polygons each. This was the highest character polygon count in any video game at the time, surpassing Virtua Fighter 3 (about 7500 polygons per character), and it was significantly higher than the polygon counts in games for other consoles and PC at the time. In comparison, the highest polygon counts for PC games at the time were up to 15,000 polygons per scene (Quake III Arena) and 2500 polygons per character (Half-Life).[10] The polygon count of Dead or Alive 2 was surpassed by the Dreamcast game Shenmue, released several months after the arcade release of Dead or Alive 2."
"The NAOMI 2 arcade version of Virtua Fighter 4 uses up to 20,000 polygons for each character, while each background uses over 50,000 polygons, with up to 16 hardware light sources per polygon, at 60 frames per second. This was the highest character polygon count and lights per polygon for a video game up until 2001, giving it the most detailed character graphics and lighting effects of its time (such as dynamic search lights).[6] In comparison, the same year, Dead or Alive 3 on the Xbox used 10,000 to 15,000 polygons for the characters. Virtua Fighter 4's character polygon count was unsurpassed until Virtua Fighter 5 in 2005.[7] In terms of textures, the game uses 128 MB of texture data for the characters.[8]"
"The PlayStation 2 version of Virtua Fighter 4, due to hardware limitations, reduced the polygon count down to 7,000 polygons for the characters and had much fewer light sources. The texture details were also reduced for the PlayStation 2 version.[9]"
Seems like most people can't tell art style/design vs tech specs. Most numbers by Sega Retro.
GTA5 was for DF a little better on PS3 because of better texture filtering on the ground.I don’t remember a single multi-plat game that performed or looked better on PS3. 360 dominated the multi-plats. The PS3 may have had neat hardware but clearly it was not easy to develop for. Some PS3 ports/versions of a multi plat game were straight up disasters
By the end of the gen, the PS3 had some stellar and breathtaking first party games, sure, but for me the 360 dominated my playtime last generation, much like the PS4 dominates my playtime this gen. I never had a 360 RR on me and my 250gb 360 Slim is one of my top 5 favorite consoles ever.
PS3 had noisy fans too, from what I remember. At least my launch model. PS3 Slim seemed a lot better
Seeing these I'm kind of miffed they didn't release VF4 on DC as some kind of final love letter to fans, lol.
Did you play PS2 on a CRT back in its day? Because the reason the output looks pretty bad screenshots, on modern TVs and usually doesnt look great in Emulation
is because it was designed around the CRT interlacing effect. Sony went out of their way to basically give themselves a sort of free anti - aliasing.
I did mostly compare fighters which don't tend to have many calculations and game logic to account for, of course it's not the same to compare wholly different games like Blue Stinger and Halo. Though I'm sure DC could have had some nice FPS of its own was anybody inclined to develop one.
I mean, that happened with PS1 (and Wii) too, everybody here had pirated stuff, but clearly it did great. It varies by region/area and is not the sole reason alone. So, put yourself among the many others claiming what was that one fabled cause of failure with little other than anecdotal evidence.funny reading some of the posts as to why the dreamcast failed, some saying it was under powered some saying it was lack of third party support. the reason it failed is its copy protection was broke within months of it releasing and no chip needed to play copied games. people had a shed load of games because they were easy to copy and play. third party abandoned the console because they knew there software wouldn't sell as it was gonna be pirated so much
GTA5 was for DF a little better on PS3 because of better texture filtering on the ground.
not in the same way as it happened on the dreamcast. the ps1 you had to get it chipped the wii u never sold well any way and had little third party support.the dreamcast was 100% because third party abandoned the console due to easy pirating. did u ever have a dreamcast?Yes, in the line before the quoted I said reducing everything like that, levels, lighting, etc., would be necessary (as it was for the PS2 port also). Also in some ways the levels/logic are less complex than VF3's since people disliked uneven fighting surfaces so they went back to flat fighting floors.
I wouldn't mind if they had to cut the snowin that one area or the full stage or replace it with another like a summer edition or whatever
And yes, I know of those games on DC, I even had Hidden & Dangerous myself. I meant something action adventurish like Halo that you mentioned and not a PC port. Like if Lobotomy hadn't gone under the previous generation and we would see Powerslave 2 (or 3) on Dreamcast or something.
And the quality/dev caliber of course to match in that way (as Lobotomy would). Not like random releases like MakenX could realistically hold a candle to the best of the genre and didn't just because of Dreamcast.
From those in that video I'm partial to Outrigger, it's such a weird Quake-as-an-arcade-game thing, haha (plus it's 60fps, blocky as it looks). Also Propeller Arena, shame it didn't come out officially. That video doesn't include Rainbow Six.
I mean, that happened with PS1 (and Wii) too, everybody here had pirated stuff, but clearly it did great. It varies by region/area and is not the sole reason alone. So, put yourself among the many others claiming what was that one fabled cause of failure with little other than anecdotal evidence.
I said Wii, not Wii U, what are you on about, lol. It sold amazingly both hardware and software in droves with an attach rate matching the best of any system to that point, contrary to popular belief. Yes, you had to get the PS1 chipped, and everyone inclined to pirate did. Yes I had a Dreamcast, what does that have to do with anything, do you want photos? The system is stored somewhere and barely functioned but I have Shenmue 1 & 2 around here. The same people who pirated DC games pirated PS1 games the years before (and during).not in the same way as it happened on the dreamcast. the ps1 you had to get it chipped the wii u never sold well any way and had little third party support.the dreamcast was 100% because third party abandoned the console due to easy pirating. did u ever have a dreamcast?
I mean, that happened with PS1 (and Wii) too, everybody here had pirated stuff, but clearly it did great. It varies by region/area and is not the sole reason alone. So, put yourself among the many others claiming what was that one fabled cause of failure with little other than anecdotal evidence.
Whilst the PS2 was undoubtedly more powerful, its video output was utterly appalling, like having 3 layers of vaseline smeared over every interlaced pixel compared to the Dreamcast's crisp, razor sharp output.
..even today running games at 4K internal res via PCSX2, some games still look like utter dogshit.
stop getting so defensive lol did u have a dreamcast back when it launched? I mean the relative ease of pirating was massive compared to other consoles at the time. everybody I knew had a dreamcast and had easily 100 games pirated on it. I still have my dreamcast and have my 2 favourite games. Sega rally and metropolis street racer. the console was ahead of its time with online gaming for the first time on a console if I remember right? also had keyboard and mouse support.I said Wii, not Wii U, what are you on about, lol. It sold amazingly both hardware and software in droves with an attach rate matching the best of any system to that point, contrary to popular belief. Yes, you had to get the PS1 chipped, and everyone inclined to pirate did. Yes I had a Dreamcast, what does that have to do with anything, do you want photos? The system is stored somewhere and barely functioned but I have Shenmue 1 & 2 around here. The same people who pirated DC games pirated PS1 games the years before (and during).
I'm running VF4 Evo at 1440p and don't understand why it looks fuzzy when DOA2 Limited Edition (updated Japanese version) on Flycast is super sharp, I'll chalk it up to PCSX2 being not greatWell said, never mind the PS2 screen res was in many cases below that of most DC games.
I didn't say it didn't affect it, just that it's not proof that was the one reason it died as he said. Others say piracy was part of the reason PS1 did that well. It's hard to pin it on any one reason. The odds certainly stacked against SEGA in many ways despite doing pretty good right out the gate.
I'm running VF4 Evo at 1440p and don't understand why it looks fuzzy when DOA2 Limited Edition (updated Japanese version) on Flycast is super sharp, I'll chalk it up to PCSX2 being not great
stronger and weaker I guessIt was stronger than Model 3...at home...for $199! That was enough for me.
Yeah but why doesn't PCSX2 have a way to properly make it full res? SSF for Saturn has a proper (not just wobble or whatever) deinterlacing option that makes Virtua Fighter 2 etc. full res. Then again it's the only emu that does that, Mednafen/beetle don't either. But interlacing is big on PS2 so.It's nothing to do with PCSX2, it's all to do with the PS2's native video output and the interlaced video modes it employed to reduce bandwidth requirements at higher resolutions on the GPU.
I'm running VF4 Evo at 1440p and don't understand why it looks fuzzy when DOA2 Limited Edition (updated Japanese version) on Flycast is super sharp, I'll chalk it up to PCSX2 being not great