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First Alpha of the game has been released, more improvements are being worked on some really cool but will come in a later date.
What version did the textures come from because that seems small even for 2001Textures seem upgraded no longer 32x32.
Textures are converted from the pc version ( which if I remember right where something like 128x128) . Early days of the porting for vram reasons it was reduced to 32,32. Now it's the new vq converter that does better quality textures I believe by default everything ( textures) will be converted to he half the size by default ( so if 128x128 now 64x64) . 32x32 does seem low but believe it or not the PS2 version uses a lot of textures that size with low colors depths ( 4 bit colors). So it's not as bad as one would think. The improved textures is probably why it seems less muddled and overly sharp now( when blur is off). The models are intact from the PC version which some are higher than the PS2 version.What version did the textures come from because that seems small even for 2001
Seems like there's more active elements, so cars and pedestrians, but framerate does take a knock at numerous points. What's the 'motion blur' - drunk mode?They already did a PS2 comparison. With motion blur on seems to be around 8:30 mark. Interesting differences. DC version inherited the colors of the pc version with a slight shorter draw distance than PS2. The effects also look like the pc version as opposed to PS2( the rain).
Edit: the video also highlights a big bug on the dc. When you set brightness super high it breaks the stages vertex colors. So it looks like it has none. It does and does provided you don't max the brightness.
Seems like there's more active elements, so cars and pedestrians, but framerate does take a knock at numerous points. What's the 'motion blur' - drunk mode?PS2 didn't look like that. A naive blend of previous frames doesn't seem quite right.
Still, shows GTA could definitely be done on DC! Nice to have an answer to this question for once, and it upends a lot of assumptions/expectations about the hardware differences. Theories that DC couldn't do XYZ are disproven, and that brings in question other ideas about ports.
It can be run from a CD but there needs to be file sorting and other optimizations that hasn't been implemented yet for it to run properly, right know the biggest issue is the SFX of pedestrians, they have some ideas on how to pack and sort the files on the cd to fix it but that is reserved for the next release, this is a video of an older build running from a CD which by the way has slower read times than an official GD-rom so no a 1/1Is this running off optical?
It can be run from a CD but there needs to be file sorting and other optimizations that hasn't been implemented yet for it to run properly, right know the biggest issue is the SFX of pedestrians, they have some ideas on how to pack and sort the files on the cd to fix it but that is reserved for the next release, this is a video of an older build running from a CD which by the way has slower read times than an official GD-rom so no a 1/1
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Is this running off optical?
It can be run from a CD but there needs to be file sorting and other optimizations that hasn't been implemented yet for it to run properly, right know the biggest issue is the SFX of pedestrians, they have some ideas on how to pack and sort the files on the cd to fix it but that is reserved for the next release, this is a video of an older build running from a CD which by the way has slower read times than an official GD-rom so no a 1/1
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You can see how the game stutters when it has to load SFX, I think they added a quick not final workaround for the alpha release but I haven't tested it.
That looks better than I expected. Probably even an improvement over the PS2 versionThey already did a PS2 comparison. With motion blur on seems to be around 8:30 mark. Interesting differences. DC version inherited the colors of the pc version with a slight shorter draw distance than PS2. The effects also look like the pc version as opposed to PS2( the rain).
Edit: the video also highlights a big bug on the dc. When you set brightness super high it breaks the stages vertex colors. So it looks like it has none. It does and does provided you don't max the brightness.
How do your observations relate to the PC version on PC? Were they limitations of that version, or could that version scale to (and beyond) PS2?
Not taking anything away from the guys working on the port and looking at it purely from a visual comparison point of view, It still has to improve massively in some key area's to compete with the PS2 version:
- Draw distance is noticeably reduced and very poor in places (7:22 & 11:01 in the video show how much better draw distance is on PS2)
- LOD transitions are abysmal and happen extremely close to the player (11:42 & 12:43 in the video shows this off well, although it's visible all over the video)
- Performance visually lower than the PS2 version (developers have already confirmed the frame rate, which is lower than the PS2 version)
- Reduced texture resolution, which can be massive in some cases (noticeable throughout the whole video but 13:49 especially shows how much better textures are on PS2)
Now the game is noticeable sharper on Dreamcast but it's no doubt contributing to the low performance and ideally could do with the resolution dropping to help the frame rate.
2. Dreamcast cannot handle the PS2 version of GTA3.
That's a bit of a one sided take IMO.
Textures are lower in some places and higher in others with the current build
In some ways they're limited by the scalability settings of the PC version, which appears to be making them use higher than PS2 setting in some areas e.g. geometry, object and traffic density,
physics calculations on additional obstacles like fences not present in the PS2 version.
I mean, it's currently handling above the PS2 in several areas.
It's already close enough for the argument to be well and truly over IMO.
I'd say the same for a PS2 version of Shenmue that had slightly worse texture quality but a more stable frame rate
or for a PS5 game that had a slightly lower max dynamic resolution than the SXS version.