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#101 |
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Junior Member
Join Date: Dec 2008
Posts: 19
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These sort of woulda coulda shoulda "what if" scenarios are a lot of fun though I think a lot of users are irritated when discussions of "dead" consoles are sparked.
Other than piracy/security issues I don't think there is anything I would change about the Dreamcast. It was amazingly well designed for its time period and its a real tragedy SEGA couldn't make it work. The Saturn on the other hand.. In terms of game library, the Sega Saturn is one of my favorite game systems of all time..in terms of hardware design it was a cluster*#($)@. If I had been in charge of Sega I would have dropped the second CPU and used the savings to add a third VDP to aid with 3d and doubled the ram. The (negligible, due to the terrible and unwieldy single bus for 2 processors) loss of performance could be made up for by a huge increase in video ram allowing for far more texture detail and quantity than what was available on the Playstation. Anyway, an additional VDP would have probably had a more positive effect on Saturn's 3d rendering ability than another processor, at least one that was hobbled by an insufficient bus. In the initial games (i.e launch window) Sega could have played to the strengths of the machine by employing faux-3d effects such as those seen in the System 32 arcade hardware or combined such effects with polygonal 3d graphics. (an example of some great sprite based faux-3d from Sega System-32) http://www.youtube.com/watch?v=Unrfa...eature=related http://www.youtube.com/watch?v=6aSA8Iu7YuI http://www.youtube.com/watch?v=9L9p2PAck40 |
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#102 |
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Junior Member
Join Date: Dec 2009
Location: Around the world.
Posts: 50
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I have fallen for Saturn games library, fast loadings, date/time configuration, RGB cable bundled, awesome controller especially the D-pad, nice interface, backup memory so there was no need to buy "memory card".
I have to complain about developers, at that time they did not show any effort into Saturn, and therefore some games were graphically disastrous. Releasing even games where the main character head would simply disappear, IIRC Croc. Saturn had advantage on the size of video memory, which could display richer textures. Probably the use of triangles instead of quads could have helped. Its not like this days where the most difficult hardware console to program is praised and developers find it a challenge, therefore giving their very best. How things have changed. Regarding the Dreamcast, whoa, I was completely flabbergasted the first instance I saw it! Unbelievable graphics for its time, game library that pushed concept further. I see that SEGA really gave its best when choose CPU+GPU. I would not change anything about it. Last edited by menmau; 20-Oct-2010 at 17:15. |
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#103 |
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Member
Join Date: Jun 2008
Posts: 534
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Saturn loading times were definitely not short, and like the PS, it varied from one game to another, and the backup memory was too small so you needed a card sooner or later. However, the notion that the Saturn was a capable hardware hindered only by bad libraries and developer disinterest is simply untrue. It just wasn't a capable 3D hardware and couldn't match the competition in a lot of areas (aside from the sound chip that was never used properly). It was designed well for a 2D pushing machine, and it excelled in that particularly with the RAM upgrade for Capcom and SNK releases in Japan and that's about it.
Some of you may remember Lobotomy's excellent games on the system (Power Slave and Duke, Quake ports). The DF had an interview last year with Ezra Derishbach and he had a few harsh words about the system (check the bottom and continued on page 2): http://www.eurogamer.net/articles/de...bach-interview It really doesn't get any clearer than that when it's coming from a developer that produced the system's best looking and performing 3D games. The DC was a 360 effort and Sega pretty much did everything right design-wise. |
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#104 | |
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Junior Member
Join Date: Dec 2009
Location: Around the world.
Posts: 50
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Quote:
Yes you are right, Saturn was not much capable on 3D department, it was weak. Although, I bought about 8 games, and backup memory was enough, I was happy about it. Sure this would not be the case if I had more games. About loading times, all of them had fast loadings. But I cannot say it was the rule, as it always gave me that impression. I can mention two examples of games that I could not play, frame rate was so bad that my eyes could stand it, Sega Touring Car and Wipeout 2097. I believe that more effort could overcome that. |
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#105 |
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Senior Member
Join Date: Mar 2003
Posts: 2,444
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The Saturn could only do "good" 3D when it was using vdp2 to cover large areas of the screen with one or two highly detailed planes (for example the floor and/or canopy of a forest). They could be of finite or infinite size, transparent (like the surface of water), animated, were distortion free, and could be rotated around all three axes (unlike the plane the SNES could draw).
When a game had a detailed and distortion free floor, and a detailed and suitably scaled and rotated background (or sequence of parallax scrolling backgrounds), you could focus the limited 3D power on objects within the mocked up world and make some great looking stuff. The Panzer Dragoon games were very impressive for the time, the last of which is IMO by far the best looking Saturn game around and technically amazing. Outside of these limited situations the Saturn's 3D had a hard time simply not sucking. Had much faster loading times than the PS1 though. I like the Saturn's games library, but the System itself should never have been built. To go up against the PS1 with an expensive scrambled redesign was a huge mistake, and one that was nicely sandwiched between many others. |
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#106 |
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Member
Join Date: Jun 2008
Posts: 534
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#107 |
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Senior Member
Join Date: Mar 2003
Posts: 2,444
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The only games I was able to directly compare were a couple of Capcom's fighters, a shoot em up, and a football game so it's by no means exhaustive testing*. The Saturn was considerably faster though. In general Saturn stuff did seem to load faster (fighting games, racing games ... fighting games) but comparing genres from memory isn't necessarily an accurate or fair comparison.
The first time I remember coming across truly seamless in-level streaming of level data was in Panzer Dragoon Zwei. That's not proof of anything btw, it's just an anecdote. Panzer Dragoon Zwei also had awesome chip generate music. Chip generated music is boss. Screw redbook audio. Edit: * There was also the option of testing Battle Arena Toshinden, but no-one wanted to do that. Last edited by function; 20-Oct-2010 at 22:29. |
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#108 | |
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Regular
Join Date: Oct 2005
Posts: 6,832
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Quote:
I had no idea that Panzer Dragoon had seamless in level streaming. But I think the best level streaming example in the 32 bit era was in Soul Reaver. Simply unbelievable level morphing and almost zero loading hidden by a few second door opening from area to area. |
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#109 |
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Member
Join Date: Jun 2008
Posts: 534
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Fair enough, and absolutely, Capcom's 2D fighters and everything well coded, loaded considerably faster and ran noticeably better on the Saturn even with the default hardware. On the other hand, Midway's MK games loaded slower than the PS versions and were incidentally based on previous PS work.
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#110 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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While Lobotomy's grasp of the Saturn hardware far exceeded most third-party's, the divide from the expertise of the top first party software engineers at SEGA still kept them on a different level.
Showcases of custom effects like the later Panzer games with their dynamic pools of water, NiGHTS with its morphing terrain in Soft Museum and liberal usage of particles accenting many environmental interactions, Grandia's wide world of texture quality and variety, and Saturn Shenmue's sheer complexity were not matched by PlayStation games. Still, PSone's rendering capabilities were obviously faster in more basic ways which, considering the lower cost of the hardware, made it an impressive feat of engineering. |
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#111 |
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Member
Join Date: Jul 2006
Location: 0x5FF6BC
Posts: 840
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I'm sure Sega will address all the issues in their new console. LOL !
http://seganewswire.webs.com/apps/bl...ower-segadrive |
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#112 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,466
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That link leads to FGN, the hideous hideout of TEXAN and his many hateful aliases, our repeat SEGA troll. I consider that worthless as a source. In fact I consider FGN a swearword on this board that should be bleeped out!
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#113 | |
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Regular
Join Date: Oct 2005
Posts: 6,832
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Quote:
Crash Bandicoot 3 had some amazing water effects. MGS also introduced us to some water distortion effects at the beginning of the game. Soul Blade presented us with some great water effects in Long's stage. Oh and Rapid Racer. That was 60fps had great lighting and water effects and if I am not mistaken it was also in 640x480 resolution Cant think of any game that had constant terrain morphing but Soul Reaver introduced to us to environmental morphing in much more complex environments and lighting effects. Nights although looked great it suffered from limited draw distance and extreme pop ins. Grandia was also released on the PS1 and AFAIK it wasnt developed by Sega. Shenmue is probably the only example that I cant think of any PS1 game being able to match. But that was unreleased unfortunately so we dont know how it really was apart from the released video The Saturn didnt age as well as the PS1 though. At the same timframe Saturn was bringing the best it could offer in visuals the PS1 was already coming up with its own. The Saturn's offerings were overshadowed. Panzer Dragoon Saga was the last game I saw on the Saturn and said "wow" but it also had its own visual problems here and there usually when your character was off the dragon |
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#114 | ||
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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Quote:
Not intentionally I insure. I have nothing but respect for the PVR tech. But whether the CLX2 was an off the shelf part or not, it still was made more with overall budget in mind than GS. Am I wrong? Quote:
Interesting. Was ARC1 also for Sega, or someone else?
__________________
Say all you have to say in the fewest possible words, or your reader will be sure to skip them; and in the plainest possible words or he will certainly misunderstand them. John Ruskin |
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#115 | |
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Senior Member
Join Date: May 2002
Posts: 4,310
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This article about Dreamcast (and Saturn ) comes from Totalgames.net but I cannot provide a link as it's not in their archives.
Quote:
Last edited by Megadrive1988; 22-Oct-2010 at 17:17. |
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#116 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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The price at which the designer wants to sell the product determines the die sizes of the processors, not how ambitious the designs are. The designs of five square millimeter mobile cores aren't necessarily any less or more ambitious than five hundred square millimeter discrete graphics chip add-in boards.
Focusing a lot of the 42 mm^2 @ 250nm sized SH-4 on SIMD like the EE would've reduced its ability to process the gameplay and housekeeping threads and ultimately bottlenecked the games more; its existing design entierly represented a balance to be the best gaming CPU forty square millimeters of silicon could buy. Ambitiousness is intangible and is a quality of a design that can't be measured, but performance for a given area/power/heat can. Last edited by Lazy8s; 23-Oct-2010 at 08:55. |
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#117 | ||
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Senior Member
Join Date: Mar 2003
Posts: 2,444
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Quote:
Quote:
Last edited by function; 23-Oct-2010 at 11:50. |
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#118 |
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Senior Member
Join Date: Mar 2003
Posts: 2,444
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A Saturn related question:
Does anyone know about the Saturn SCU's DSP, and what kind of 3D work it could assist with? There are some documents here, but I can't find any details (perhaps I don't know what I'm looking for): http://koti.kapsi.fi/~antime/sega/docs.html System 16 says the following about the ST-V: "SCU DSP : fixed point maths coprocessor, up to 4 parallel instructions". Does this mean you could do matrix multiplication for 3D transforms? |
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#119 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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Squeak was saying CLX2 was made with budget in mind "more", not made with "more budget".
That's still wrong, though. While it was built for a lower price point for sale, its desgn wasn't any less ambitious at trying to deliver the most performance for a given cost. |
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#120 | |
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Senior Member
Join Date: May 2002
Posts: 4,310
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Quote:
By late 1996 SEGA had better options than N64's MIPS R4300i + RCP which was always intended for a 1995 launch. In 1996 Sega could've used 3DO M2, 3DFX Voodoo1 or PowerVR PCX1, at the very least. A custom Lockheed Martin Real3D chip would've beaten all of those and absolutely spanked the N64. I will admit though, an improved N64 chipset wit 16K texture cache and 8 MB Rambus RAM would've been interesting, but only if launched in late 1995 to combat the U.S. release of PlayStation. |
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#121 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,867
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How much do you want your Sega console to cost?
And a Voodoo1 card alone cost ~$300 in 1996. I've read that $300 happened because they lucked out when the DRAM market did its periodic implosion in '96. 4MB used to be the realm of those $600 2D cards. In '96 Voodoo1 hardware would have been an awfully expensive portion of a console. I've been thinking that they should have pushed Saturn for a few more years and then made something a bit better than Dreamcast and competed with Xbox/PS2/Cube. But I don't know if the market can support 4 players so maybe it was a lost cause for Sega regardless of what they did. Last edited by swaaye; 23-Oct-2010 at 21:15. |
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#122 | ||
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Regular
Join Date: Oct 2005
Posts: 6,832
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Quote:
I am interested to see Quote:
I think it would have benefited them more if they decided o go multiplatform from there on. I doubt they had much choices given their position. It was either DC in 1998 or multiplatform |
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#123 | |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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Quote:
The N64 should have launched with the 64DD as standard storage device. 64Mb was more than enough for games of the time and the loading time was allegedly very fast. It would have made memory cards look ridiculous. It would have made games much cheaper. Cheaper still if they had employed a download feature where you could get games either from a modem connection or vending machines. All the you'd need would be a blank disc. No more worries about over or understocking. The texture "cache" shouldn't have been bigger, it should have been a real cache and not just a tiny piece of software managed scratchpad mem. And while you're at it, split the memory in VRAM and normal RAM.
__________________
Say all you have to say in the fewest possible words, or your reader will be sure to skip them; and in the plainest possible words or he will certainly misunderstand them. John Ruskin |
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#124 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,867
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The unreleased IMSA Racing was apparently almost complete. One of the original developers released it to the web recently.
And there are the arcade games that ran on M2 two more http://www.youtube.com/watch?v=XaCDPTF7nTM http://www.youtube.com/watch?v=syq1zYffO0k Last edited by swaaye; 24-Oct-2010 at 04:30. |
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#125 | |
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Member
Join Date: Feb 2002
Posts: 331
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Quote:
No division though - although you could lookup a table in external memory, and it was clocked at ~14MHz |
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