random comments, ramble ramble
Virtua Racing arcade game from 1992, as someone else said, is not using cel shading, or any special rendering techniques. it is simply flat shaded polygons (no gouraud, no texture) running at 30 fps. it's like HardDriving but with alot more polygons. 180,000 flat shaded triangle (or rectangle) polygons a second. that was alot for 1992.
a whole load of VR pics to see. click the pictures to see larger versions.
http://www.arcadeflyers.com/?page=flyerdb&subpage=thumbs&id=1320
http://www.arcadeflyers.com/?page=flyerdb&subpage=thumbs&id=1321
http://www.arcadeflyers.com/?page=flyerdb&subpage=thumbs&id=1322
again, simply flat-shaded polygons. no special rendering methods here. just well designed cars and tracks, made by AM2, on fast-for-the-time polygon hardware. And no, the Nintendo Super FX chip could NOT do this, nor could Sega's SVP or 32x.
The Model 1 board was a joint development between Sega and General Electric Aerospace. basicly all the polygons are crunched by a bunch of DSPs. Sega Model 1 is the direct rival of Namco's System 21 board that ran Cyber Sled, Air Combat, Star Blade, etc.
I think in 1993, well after Model 1 was complete, GE Aerospace was bought by Martin-Mariettia Corp. Sega went to MM to improve the Model1. MM provided its texture mapping technology. it was basicly an upgrade board for Model 1 plus some other improvements. this new improved version of Model 1 with texture mapping was called Model 2. it first showed up in Daytona USA in early 1994. Model 2 became very famous for arcades. it was Sega's workhorse, even after Model 3 showed up in 1996.
Slightly off-topic: It's my opinion that Sega should have based the Saturn on a combined System 32 (sprites) and Model 1 (flat shaded polys), leaving full 3D texture mapping, lighting, shading, filtering, mip-mapping, AA, etc. for the cartridge upgrade ( Real3D, PowerVR or whatever).
*ahem* anyway
Back to Virtua Racing: The Sega Genesis version with the special SVP
(sega virtua processor) chip is around 1/60th or at best, 1/36th of the arcade version in terms of graphics.
The 32x version has several times (2-4x) the polygon count of the Genesis SVP version, putting the 32x version at roughly 1/20th, or at best, 1/9th of the Model 1 arcade.
Arcade VR: 180,000 polys sec
Genesis SVP VR: 3,000~5,000 polys sec
Genesis 32x VR: 6,000~20,000 polys sec (rough estimate)
[note that official Genesis 32x specs of 50,000 T-mapped polygons a sec mean nothing compared to actual figures in real games]
I have never seen the Saturn version but I've heard it's worse than the 32x version in gameplay. graphically the Saturn VR looks better than the 32x VR in screen shots, yet still not like the arcade at all. Saturn VR was coded by Time Warner Interactive, or some other 4th rate developer.
It would be nice if the PS2 version actually surpassed the arcade in every way, while keeping the "look" the same. just smoother framerate and more flat shaded polys. And gameplay/timing exact, also.
Now just because the PS2 is infinitely more powerful than Model 1, does not mean anything. It doesn't automatically mean VR on PS2 will rival the VR arcade machine. Only the
potential is there. It is all up to the developer to make it as good, or better. sorry for stating the obvious. I suspect another f___up job, as with many Sega arcade-to-home conversions. Although some of the comments from those who have seen it have been very positive so there is some hope.
edit: found some arcade VR pics that I can post. thanks to rock-the-end on GA for finding these.