nkarafo
Member
Only because the console lasted a year and a half.It was never an issue for SEGA players. You guys are making stuff up.
Later games would force Sega to replace the archaic single stick design.
Only because the console lasted a year and a half.It was never an issue for SEGA players. You guys are making stuff up.
We've already been through this in the topic. They could have released another controller with two sticks, just like Sony released another controller with two sticks on the PS1, and just like SEGA released the 6 buttons controller on the MegaDrive. Both consoles being highly successful and having a controller revision not being an issue at any point, and still having base controllers that did the job perfectly well for 99% of the library.Later games would force Sega to replace the archaic single stick design.
Sega could have just released another controller with 2 sticks. been done by sony and xbox to a different extent(releasing the S controller)
Yeah, this wouldn't be viable not because you couldn't say that games require the new controller but as you said devs would need to develop two different controls schemes which in many games would require the entire game to be redesigned.This issue with releasing a new controller after, is devs now have to build two control schemes and somehow design game mechanics around both of them.
One for gamers that have the single stick pad, and the other for those with dual stick.
It adds an extra layer of unknowns that devs wouldn't be pleased with.
The difference though is that the DualShock was introduced in 1997 during the 5th generation of consoles. How many PS1 games REQUIRE the DualShock as in absolutely 100% not usable on the original controller? I'm sure there are quite a few but the 5th and 6th generation of consoles are very different. Two analog sticks were absolutely more popular during the 6th gen and people can try to argue otherwise but even if the PlayStation 2 was normal levels of success for that generation (lets say around 30-40M) the Dreamcast would have still lost ports.We've already been through this in the topic. They could have released another controller with two sticks, just like Sony released another controller with two sticks on the PS1, and just like SEGA released the 6 buttons controller on the MegaDrive. Both consoles being highly successful and having a controller revision not being an issue at any point, and still having base controllers that did the job perfectly well for 99% of the library.
Two analog sticks were absolutely more popular during the 6th gen and people can try to argue otherwise but even if the PlayStation 2 was normal levels of success for that generation (lets say around 30-40M) the Dreamcast would have still lost ports.
The S controller is very different though. There isn't anything the S can do that the "Duke" cannot do as it's simply a redesigned controller designed to be smaller.Sega could have just released another controller with 2 sticks. been done by sony and xbox to a different extent(releasing the S controller)
Impossible? Probably not. Less enjoyable with a gimped control scheme? AbsolutelyCan you name a popular PS2 game that's impossible to play without using both analog sticks? And what about the PSP and 3DS, which only have one analog stick but receive the same types of games?
For Soul Calibur it was the best controller in my experience. The d-pad was great for that game. Also great for driving as the stick was very precise.The Contoller was an abomination and 3D Sonics games are ass.
And why exactly if a controller with a second stick was released and then bundled with the console ?the Dreamcast would have still lost ports.
Definitely a fantastic controller for racing games. Makes you wonder how in the world we are here today with a Switch 2 Pro Controller that still doesn't have analog triggers. Unbelievable.Also great for driving as the stick was very precise.
The S controller is very different though. There isn't anything the S can do that the "Duke" cannot do as it's simply a redesigned controller designed to be smaller.
Impossible? Probably not. Less enjoyable with a gimped control scheme? Absolutely
Without PS2? For Dreamcast to succeed, you would have to go back and imagine a world without PS1.
Hardware sales of previous two generations:
SNES - 49.1 million
Genesis - 30.75 million
N64 - 32.93 million
Saturn - 9.26 million
PlayStation - 102.49 million
PlayStation brought a ton of non-gamers into the fold and doubled the size of the industry, while Sega slid further into irrelevance. Those players who rode the wave of PlayStation energy in the '90s were never going to jump ship to Dreamcast in the following generation. Not after the Saturn. And not with the expectation of a PlayStation sequel coming.
The whole thing is a pointless thought experiment really. "If Sega did not have its biggest competitor who made gaming cool and absolutely curb stomped them, would they have done better?"
Yeah, no shit.
GD ROM wasn't a problem at all. The Dreamcast was released on November 27, 1998. Pay attention: from that day until the Dreamcast's cancellation in 2001, 30 million PlayStations and 7 million N64s were sold. That alone represents 37 million people who could have bought the Dreamcast instead of a cartridge or cd-rom video game console.2) GD-ROMs (Dreamcast's disc format) were limited in storage capacity, holding around a max of 1 GB.
This meant most games, especially RPGs or Open-World games would have been multiple discs on the Dreamcast, compared to its competitors.
Sega had foresight, but things aren't simple. Having the DVD media is one thing; having the license to play DVD movies is another. It doesn't matter if you use DVDs if you can't play movies. Sega also deduced that the Dreamcast needed to be cheap, and to make matters worse, using DVD media would make game production more expensive because Sega would be forced to fill the space with extra content, CGI, and audio, increasing the cost of game production for both Sega and its partners.Sega lacked the foresight to know where gaming was heading, and for whatever reason thought low storage (needed to be DVD) and one analog stick was sufficient.
What ? Why would you be forced to fill the DVDs with content ? This is dumb. A storage media is a means for you to achieve your vision, you just use what you need. You don't have to force yourself into filling it with content. Just as you don't have to use every single feature of the console to make a good game.Sega would be forced to fill the space with extra content, CGI, and audio, increasing the cost of game production for both Sega and its partners.
It's clear to me you're not very fast; I mean, if you don't use the media's full capacity soon, there's no point in using it.Why would you be forced to fill the DVDs with content ? This is dumb.
Although the PS2 supported cd-roms, it's clear that the games would be on dvd because that was the console's differentiating factor; this way, they could offer more content and voice acting, otherwise they wouldn't have included the dvd. And yes, the presence of the dvd increases production costs, the most obvious being in audio with dialogue.Also, the PS2 was able to read standard CDs and many games were released on CDs. The Dreamcast could have done the same.
So you think that every single PS2 DVD game is filled to the brim with content ? This is hilarious.It's clear to me you're not very fast; I mean, if you don't use the media's full capacity soon, there's no point in using it.
Although the PS2 supported cd-roms, it's clear that the games would be on dvd because that was the console's differentiating factor; this way, they could offer more content and voice acting, otherwise they wouldn't have included the dvd. And yes, the presence of the dvd increases production costs, the most obvious being in audio with dialogue.
Yes, it was detrimental. The GameCube, by using minidvds, had many disadvantages in terms of content and technology. On the macro side, the GC had simple audio and compressed CGI, there were many games that didn't even have FMVs or music games where the music was cut, which is ridiculous because cutting music in a music game is unacceptable. Technically, the GC supports high-quality textures, however, the lack of media space to fit them results in games with repeated textures or dynamic texture quality, like in Resident Evil 4 where there are beautiful textures in one frame followed by PS1 textures in the next. This is due to media space limitations.Genuine question: Were GameCube's mini-disks , and to a lesser degree, since it didn't compete for long, the Dreamcast's GD-ROMS that much of an handicap for devs compared to simple/double layers DVD?
I am asking this because I'm comparing this situation to N64 vs PSX/Saturn. I'll never repeat enough how releasing a console with 8 MB cartridges in 96 was retarded. But I digress. What I mean is that back then, it was tiny, expensive and you couldn't have multi cartridge games to at least mitigate a bit the storage problem.
Now on the GameCube/Dreamcast front, it was a lot different: multi-disks games were possible, it wasn't hugely expensive to produce like cartridges and I don't remember multiplats DC/GC games having to compromise over FMVs, Streamed audio or any other content. I won't say it wasn't a problem when you look at the maths of 8.7 GB of a double layered DVD vs 1/1.5 GB. But with the advancement of compression tech was that really that big of a handicap for devs?
It's clear to me you're not very fast; I mean, if you don't use the media's full capacity soon, there's no point in using it.
Although the PS2 supported cd-roms, it's clear that the games would be on dvd because that was the console's differentiating factor; this way, they could offer more content and voice acting, otherwise they wouldn't have included the dvd. And yes, the presence of the dvd increases production costs, the most obvious being in audio with dialogue.
Despite the smaller storage space on GC and the large DVD storage on PS2, the console that ended with ugly blurry pictures 99% of the time was the PS2. Because storage space is not the only factor into making nice visuals. Gamecube had a very nice and clean picture and most of the games fit in a single Mini-Disc, so it wasn't an issue. On top of this, the Mini-Disc had super short load times, which was an undeniable advantage over all other consoles of the gen. It also had minimal wear because the lens would only travel so much, which improved long term hardware reliability. It also made copying games a bit more difficult.Yes, it was detrimental. The GameCube, by using minidvds, had many disadvantages in terms of content and technology. On the macro side, the GC had simple audio and compressed CGI, there were many games that didn't even have FMVs or music games where the music was cut, which is ridiculous because cutting music in a music game is unacceptable. Technically, the GC supports high-quality textures, however, the lack of media space to fit them results in games with repeated textures or dynamic texture quality, like in Resident Evil 4 where there are beautiful textures in one frame followed by PS1 textures in the next. This is due to media space limitations.
Some PS2 games on the GC are almost impossible due to the media, one of them is God of War 2 itself, DVD-9. Even with a voodoo technique, it wouldn't be possible to fit the game on 1.5GB, so imagine using 5 discs for a game that on another console only uses 1. All of this matters.
Yups, ppl dont realise or forgot by now how massive jump dreamcast was over psx/saturn/n64, it was great hardware with amazing software too, simply ps2 was even stronger, had mountains of mindshare and had even more crazy library of games, both quantity and quality wise, it was unprecedented.Without the PS2 the Dreamcast would have done just fine.
But I was told SSD mattered more than all for graphics, THE RAW SPEED OF PIXELS BEING PUSHED FROM STORAGE TO UR SCREEN!!!11Despite the smaller storage space on GC and the large DVD storage on PS2, the console that ended with ugly blurry pictures 99% of the time was the PS2. Because storage space is not the only factor into making nice visuals.
Ape Escape 2. I don't think AE PSP was as beloved due to it only having one stick.Can you name a popular PS2 game that's impossible to play without using both analog sticks? And what about the PSP and 3DS, which only have one analog stick but receive the same types of games?
Without PS2? For Dreamcast to succeed, you would have to go back and imagine a world without PS1.
Hardware sales of previous two generations:
SNES - 49.1 million
Genesis - 30.75 million
N64 - 32.93 million
Saturn - 9.26 million
PlayStation - 102.49 million
So if you are fine with an inferior experience on PS2, then more power to you.
Apparently you have selective memory. First of all, nobody who played GT3 and MGS2 at launch said, "Look how blurry this game is!" Then, in 2002, Sony released progressive scan for the PS2, but even without progressive scan, PS2 games were the sharpest on the market because they didn't use filters. I think you've never played Finding Nemo or Dark Alliance on the GameCube side-by-side with the PS2 version.Despite the smaller storage space on GC and the large DVD storage on PS2, the console that ended with ugly blurry pictures 99% of the time was the PS2. Because storage space is not the only factor into making nice visuals.
The difficult part is proving it.And we had tons of third party games that ran and looked much better on GC than on PS2.
Do you play FMVs ? I play games.I just said that almost all games have FMVs
PS2 games were the sharpest on the market ?PS2 games were the sharpest on the market because they didn't use filters
Not sure what you are arguing here with those pictures.
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I just said that almost all games have FMVs that are worse than the PS2 version, and compressed or missing audio.
But I suspect you're perpetuating the myth.
Apparently you have selective memory. First of all, nobody who played GT3 and MGS2 at launch said, "Look how blurry this game is!" Then, in 2002, Sony released progressive scan for the PS2, but even without progressive scan, PS2 games were the sharpest on the market because they didn't use filters. I think you've never played Finding Nemo or Dark Alliance on the GameCube side-by-side with the PS2 version.
Burnout
''PS2 definitely has a sharp display, but loses out to the shimmering and aliasing issues. GameCube looks impressive with soft lighting, nice textures, and a few effects the Xbox doesn't have. It's very odd in that the GameCube version looks "dirtier." Whether this was intentional or not by the developers is unknown. Cars don't look perfectly plastic or freshly waxed as they do on the Xbox and PS2. You may actually enjoy this look, but in the end Xbox definitely has the upper hand -- even if just barely. The specular lighting, car reflections, and crisper textures work nicely. All versions run at an impressively solid 60 frames per second.
Burnout 2
''We were shocked to see just how solid this engine is on the PlayStation 2. Sony's console might have its troubles with jaggies and flickering, but when it comes to Burnout 2 the results are amazing. It has a sharper look than GameCube and Xbox'' ''Last year the softer look of GameCube was a definite advantage, but this year PlayStation 2's sharpness in combination with all the specular effects beats out GameCube.'' ''GameCube, even though it looks smooth and improved over last year's version, does not have the same caliber lighting and reflection effects that the other two'
Beyond Good and Evil
''GameCube, like with Prince of Persia, has a more vivid, bright look. It also hits higher framerates more often, but it is far too inconsistent to make it valuable. It's a runner-up to Xbox, and not too far behind. It has no progressive support. The PlayStation 2 has a really sharp, crisp display, but the lighter load on texture quality and much worse framerate makes it the most visually inferior. Over GameCube, however, it does support progressive scan, a rare treat for PS2 owners.''
NFS: Underground
''PlayStation 2 actually provides the sharpest look of the consoles''
''GameCube's anti-aliasing and filtering methods leave it looking decidedly blurrier than the PlayStation 2. Not by a huge amount, but it's noticeable''
Golden eye: Rogue Agent
GameCube Advantages
Framerate -- Better than PS2.
Textures -- In the distance, sometimes more detailed than PS2.
Widescreen
GameCube Disadvantages
No 480p
Weakly Ported -- Odd color; poor effects implementation like reflections
PlayStation 2 Advantages
Crisp Display -- Colors and edges are more crisp.
Widescreen
PlayStation 2 Disadvantages
Textures -- Distant textures not as detailed, lack of filtering.
Framerate -- Weaker than GCN and Xbox
No 480p
Madden 2004
''Look closely at the PlayStation 2 and you should see that it has a very sharp look to it; the downside are all the jaggies from lack of anti-aliasing.''
''And, well, as for the PlayStation 2, it by no means looks bad, in fact it's quite sharp looking.
''
Tony Hwk's Underground
''Here we see one of your buddies in the game peering through your garage window in Jersey. The PlayStation 2 version looks blurry and washed out, but this, as far as we can surmise, is actually a more stylistic choice by the artists; the PS2 version as a whole is very crisp
This next picture perfectly demonstrates use of anti-aliasing (AA), a graphics technique used to smooth harsh edges. The PlayStation 2 iteration, although quite crisply textured, suffers from the usual jagged lines and lack of filtering to lessen the distortion of textures. GameCube employs anti-aliasing, but it really doesn't do the job. In combination with texture filtering, it actually makes it look blurrier. Meanwhile, Xbox's AA is best implemented.
The PlayStation 2 is surprisingly sharp -- sharper and more clear than the Xbox even. The problem is that between the lighting changes, lacking filtering, and framerate inconsistencies it ends up looking too harsh. So, Xbox has a much smoother and ultimately more detailed look.
I could do this for days, but I think I've already proven my point.
The difficult part is proving it.
Bonus:
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Let me try to understand what you mean.This has nothing to do with capacity, disk size, or any other nonsense.
Let me try to understand what you mean.
4.7GB = 1.5GB, is that correct?