Look what I stumbled on. Panasonic 3DO M2 Development Core System on ebay.
boatload of photos. Any of you devs use one of these before?
boatload of photos. Any of you devs use one of these before?
It would've been faster than a N64 but slower than Dreamcast. It was pretty beefy.GwymWeepa said:How powerful was the M2 regarded as being?
GwymWeepa said:How powerful was the M2 regarded as being?
While Next Generation Online had a pretty good idea of what should be
expected from the M2 in terms of graphics, the editors were somewhat
surprised when the system actually delivered something near what was
promised.
Based upon the demo of 3DO's IMSA Racing the M2 hardware graphically
eclipses any currently available consoles and even manages to do a slightly
more impressive job than even 3Dfx powered PCs. Textures were
extraordinarily clean, there was no discernible pop-in but this wasn't by
virtue of fogging. There simply was no discernible horizon on the game.
This is partially due to track design (with turns) but even on straight-aways one
couldn't see any pop-in. Framerate of the game was consistently high and was claimed to be
locked at 30 fps by the game's director. The entire game runs at 640x480 which
even made the menu screens look better than typical console games through
the use of anti-aliased text.
archie4oz said:I've seen one in person before. Never did anything with one though. IIRC ERP may have though...
pakotlar said:I remember seeing pictures of the M2 racing game, and it had round wheels . This was pretty cool, considering we were dealing with Virtua Racer on Genesis 32X at the time (first 3d racing game I ever played).
kyetech said:Iremember seeing a demo from what I could remember it was a red coloured prototype sports car on a road that accelarated off.
But I could have sworn it was pre-rendered and was claimed by the games mags to be a target / concept render, of what to expect. Somwthing we are getting all to familiar with nowadays !
ERP said:It was a render, based on supposed real polygon count targets.
quest55720 said:A little off topic I always heard sega was in talks to buy the M2 tech and that would of been the saturn but lost out last second. If that was true do you think that would of changed history with sega having the m2 hardware?
3DO began shopping around its 64bit M2 system. According to informed sources, Sega's Japanese bankers had brokered an unwritten deal whereby Matsushita would manufacture M2 units, while Sega would concentrate on the software. M2 devkits were supplied to
Sega in early 1996, with initial work reputedly concentrating on a Virtua Fighter 3 conversion for M2's launch.
Sega's M2 project soon fell apart however. 3DO's Trip Hawkins blamed corporate ‘egos' for the collapse, while Sega insisted its engineers were unconvinced M2 was the breakthrough technology they needed.
Sega turned to Videologic and 3Dfx , for each of their 2nd generation technolgies (3Dfx Banshee or Voodoo2 and Videologic's Highlander/PowerVR2) which were both well beyond M2.
I would say though, that the M2 would've been an exellent system for Sega to quickly replace the Saturn with in 1996. Sega with M2 could've gone head to head against Nintendo 64 launch (and Sony) with a more powerful machine than either.
Fox5 said:Was 3dfx's proposed tech just a banshee or voodoo2? I remember hearing it would be about performance of a banshee, but with a more advanced feature set (I remember hearing rumors that put it at rampage's feature set but minus its t&l chip, the sage), but was scrapped/pushed back when the deal fell through and 3dfx just kept reworking the voodoo architecture instead.
Seems like it would have been a bit too soon. 32x was 1994, Saturn was 1995, I don't think rushing out another system would have done sega well. Even dreamcast was only accepted on the market because saturn had been stone dead for quite a while, a dreamcast in 1998 in America may have been deemed too early by the public. (the saturn was still too much in the public eye in 1998, sega was somewhat disassociated with its failure by 1999) At the very least, if they were going to bring out systems that close together (where they'd be competing with each other!) they'd at least have to include backwards compatibility. I think a 2 year console cycle could work in that case, but it would take away the standardization benefits of consoles.
The Saturn debacle would cost the jobs of Sega’s American and Japanese bosses, beside reducing its US empire to a ruin running up losses of $167 million in 1997. For any replacement machine the lessons were clear: a single format, complete user-friendliness for developers and a new brand -- so low had sunk the once mighty Sega name.
As soon as any console is launched, work is usually underway on a replacement but the Saturn’s troubles gave this process an unusual urgency for Sega. By 1995, rumours surfaced that US defence contractors Lockheed Martin Corp. were already deep into the development of a replacement, possibly even with a view to releasing it as a Saturn upgrade. There were even claims that during Saturn’s pre-launch panic a group of managers argued the machine should simply be scrapped in favour of an all-new LMC design.
Are you saying that Dreamcast was not technically competitive with PS2? I think it was in the ballpark, and Dreamcast's 2nd gen games definitely looked better than PS2's early games (just compare DOA on both).Megadrive1988 said:Sega could've used such a console from 1996 until 2001 when it would then release a next-gen console more powerful than Dreamcast, closer to what the Xbox and Gamecube were, staying technically competitive with PS2.
all just "what ifs", sure, but reasonable ones IMO.
OtakingGX said:Are you saying that Dreamcast was not technically competitive with PS2? I think it was in the ballpark, and Dreamcast's 2nd gen games definitely looked better than PS2's early games (just compare DOA on both).
Not keeping up technically was not Sega's downfall, it was their internal management. Oh, and Sony's marketing blitz on PS2 that vastly overshadowed the Dreamcast.