Could Dreamcast et al handle this/that fighter? *spawn

And that's from an indie dev with an engine that isn't even completed yet, with 0 budget! Imagine if Konami actually tried!
I am sure they could give as a satisfactory version of it. I have doubts they could retain the visual quality though.
Particle heavy scenes would surely have had a major downgrade.
Also I am curious about the physics heavy parts of the game. I don't remember much going on in terms of physics in Dreamcast games.
I think DC was very weak in that area. I would expect huge compromises and changes in those place if not some full omissions.
Olga's boss fight has a lot of physics going on with the wind and that would have been a curious effort
Overall the game was super impressive not just due to its static detail but also from its physics and dynamic effects which also had gameplay impact.
The interactions with the environment were very high. It is why this game was a spectacle and an unmatched next gen experience for a long time.

This effort lacks reflections, post processing effects, shadows, physics (Snake's bandana is missing) and in a simple environment without the need of particles. Also running at 30fps.
It is barebones polygons
 
I am sure they could give as a satisfactory version of it. I have doubts they could retain the visual quality though.
Particle heavy scenes would surely have had a major downgrade.
Also I am curious about the physics heavy parts of the game. I don't remember much going on in terms of physics in Dreamcast games.
I think DC was very weak in that area. I would expect huge compromises and changes in those place if not some full omissions.
Olga's boss fight has a lot of physics going on with the wind and that would have been a curious effort
Overall the game was super impressive not just due to its static detail but also from its physics and dynamic effects which also had gameplay impact.
The interactions with the environment were very high. It is why this game was a spectacle and an unmatched next gen experience for a long time.

This effort lacks reflections, post processing effects, shadows, physics (Snake's bandana is missing) and in a simple environment without the need of particles. Also running at 30fps.
It is barebones polygons

Not sure if you're complaining without actually comparing the facts just to obscure things or what. Basically that's the homebrew engine simulant . Which currently runs about performance of 5k to 11k triangles at 30 fps. I've talked to the guy who did the soul calibur 2 models on the official sdk using highest abstraction ninja2. Performance for that was around 39k to 50k tris at 30 fps with like two directional light sources , textured . Pretty much the same even when u using two animated models on the scene. Keep in mind this is highest abstraction and not a layer down like kamui 2. Post processing wise he said surprisingly you can do a full screen render to texture and layer 4 times on screen( I guess useful for radial blurs) basically at no cost for gpu when it's already running 30 fps.

Comparing this to performance of the commercial tools is a grave error.
 
Not sure if you're complaining without actually comparing the facts just to obscure things or what. Basically that's the homebrew engine simulant . Which currently runs about performance of 5k to 11k triangles at 30 fps. I've talked to the guy who did the soul calibur 2 models on the official sdk using highest abstraction ninja2. Performance for that was around 39k to 50k tris at 30 fps with like two directional light sources , textured . Pretty much the same even when u using two animated models on the scene. Keep in mind this is highest abstraction and not a layer down like kamui 2. Post processing wise he said surprisingly you can do a full screen render to texture and layer 4 times on screen( I guess useful for radial blurs) basically at no cost for gpu when it's already running 30 fps.

Comparing this to performance of the commercial tools is a grave error.
I am not complaining. I am stating facts regarding what we know of PS2's and Dreamcast capabilities and I m pointing that the demo of MGS2 on DC is not an indication that the MGS2 would have been ported without significant cutbacks.

MGS2 took advantage of PS2's crazy amounts of fill rate/bandwidth and processing capabilities where the DC lacked. Especially regarding the fill rate even the XBOX struggled in scenes where huge amounts of particles were present.
 
I am sure they could give as a satisfactory version of it. I have doubts they could retain the visual quality though.
Particle heavy scenes would surely have had a major downgrade.
Also I am curious about the physics heavy parts of the game. I don't remember much going on in terms of physics in Dreamcast games.
I think DC was very weak in that area. I would expect huge compromises and changes in those place if not some full omissions.
Olga's boss fight has a lot of physics going on with the wind and that would have been a curious effort
Overall the game was super impressive not just due to its static detail but also from its physics and dynamic effects which also had gameplay impact.
The interactions with the environment were very high. It is why this game was a spectacle and an unmatched next gen experience for a long time.

This effort lacks reflections, post processing effects, shadows, physics (Snake's bandana is missing) and in a simple environment without the need of particles. Also running at 30fps.
It is barebones polygons
Yes, it's a given there would be compromises, but the fact that this indie engine is so nicely done shows that a version from a AAA dev would definitely be comparable. There's a pretty decent amount of games with physics on DC
Crazy taxi has a decent amount of physics for one. Also the Olga boss stage is just the two tarps, the rest is the particle fx. It almost assuredly wouldn't be the same approach on DC, but it would still look excellent!
 
I am not complaining. I am stating facts regarding what we know of PS2's and Dreamcast capabilities and I m pointing that the demo of MGS2 on DC is not an indication that the MGS2 would have been ported without significant cutbacks.

MGS2 took advantage of PS2's crazy amounts of fill rate/bandwidth and processing capabilities where the DC lacked. Especially regarding the fill rate even the XBOX struggled in scenes where huge amounts of particles were present.
I don't think anyone here thinks there wouldn't be compromises, like you said, even xbox had reductions in performance and texture fidelity (mainly due to it not being optimized at all). Just like any hardware, things would be different, but still relatively great! (Snes, genesis, tg16) all great graphics relative to one another, same for 6th Gen graphics. Ps2 obviously wasn't gonna be able to handle re4 or splinter cell the same as it's contemporaries, but they Still looked good comparable more or less (definitely nowhere near as good as their mai. Platforms, ofcourse 😅)
 
I really hope they release soon something grounbreaking! I mean, there are chances simulant could become in the future what Renderware was for PS2, but meant for indie devs?
 
Was on discord when someone pointed out the vf4 pachinko graphics are most likely what it would look like on DC, and i fully agree. Except maybe they'd use specular highlights on the surfaces, kind of like they did in force 5 or the mods shown in doa2le
 

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