That video doesn't even cover some of the prettier areas when the lighting looks the most visible. It's really impressive stuff, up to 16 lights and bump mapped. His port also uses those extra stages that has more geometry than what the original N64 stages had. I know there's limitations to dc version of BM but it be interesting to see it on an animated character.
Oh, I soooo agree with you. Please check out this comparison video I made between jnmartin's Dreamcast version (actual HW capture) and the Steam version. It's not even the same game anymore. Pretty ridiculous:
https://drive.google.com/file/d/1XwwQYipmNtHIAnZey3WbimU2Thja1AlL/view?usp=drive_link
I was convinced bump mapping was under-utilized on the DC for quite awhile, but had no direct proof, as I hadn't really messed around with it myself either outside of playing with isolated tech demos from the homebrew scene... Before jnmartin, we had no idea what the real cost of doing this in an actual full-game setting really was. We had no idea how many surfaces you could even get away with bump mapping realistically or even whether it looked particularly good or not. Did it murder the PVR's fill-rate? Was it worth the additional VRAM resources and light direction computations?
All we had were a very very few, isolated uses of bump mapping in commercial games such as Rayman 2 and Tomb Raider--both of which I think do a totally piss-poor job of utilizing it with neither having a real dynamic light source hitting the geometry that was being bump mapped... but could you really blame them? Around 1999-2000, who the *hell* was really bump mapping, and especially on a console game? What tools were there even out there to generate bump maps from? What artist even knew how the hell to work with them? Then even if they did have some knowledge/experience, the chances of them ever having worked with the PVR's "2-channel polar coordinate-like" bump maps would've been next to nothing. Sure wouldn't have seemed worth the effort to me, if they were complex to use, there was little-to-know literature on them, they require extra VRAM for the bump texture, an extra pass for the bump map, then finally some extra calculations for converting the light vector into polar form...
...combine that with the DC being a platform mostly for half-assed 5th gen ports where a lot of AAA studios were afraid to invest heavily into it, had more limited budgets, had less financial incentives to invest into DC-specific technology, etc.
I can tell you right now Simon has told me that even the tools they used at Imagination were only able to generate PVR bump maps from 1D *height map* textures, which is fundamentally shittier in quality than doing it from a standard 3-channel *normal map* texture... believe me, we verified this in the first days of jnmartin implementing bump mappping in Doom64. Using a heightmap looks like crap in comparison... You have to remember that even though it was always called "bump mapping" on Dreamcast, its bump maps are encoding THREE dimensional directional information per-texel, within its two polar coordinate channels... it REALLY is "normal mapping," imho, if you want to be more accurate.
Also, apparently Matt Godbolt has also stated that Red Dog for DC has bump mapping code within the engine, as they were experimenting with it, but it never made it into the final game, because they couldn't figure it out... Which is crazy, given how high-quality that codebase seems to be in terms of utilizing the DC... but hey, what resources were there for this kind of stuff back then?
Anyway, the moral of the rant? jnmartin has single-handedly answered lingering questions about the Dreamcast's bumpmapping potential and has shown that not only can the Dreamcast bump map some surfaces and look pretty good, but it can bump map the CRAP out of a whole scene with at least 5th gen-level polygon counts, do it with up to 16 simultaneous dynamic lights impacting them, and do it all at 60fps... So... yeah, it's settled. Simon was right. The Dreamcast was fully capable of doing this kind of stuff the entire time... Just, once again, too much too soon on a console that was doomed to fail before it even hit the market... lol.