There was actually a cheat code for the DC SR2 to enable 60 fps. It removed trees and other details on the side of the road, and I think it eliminated some smoke from tires/It definitely made the game more playable and enjoyable.
Despite the short lifecycle of the Dreamcast the biggest problem with Sega Rally 2 DC version inspired by the Model 3 Arcade board is that Sega Rally 2 is a launch game while curiously the Model 3 Arcade version came years after the first version revisions of the Model 3 Arcade board.
Same problem with Virtua Fighter 3TB and Fighting Vipers 2 as both have lower polygon counts and detail compared to the older Model 3 Arcade board.
I played VF3 in the arcades (trained with Fighters Megamix on Saturn
) and I felt let down and dissapointed by both VF3tb and Fighting Vipers 2 on DC which I really looked forward to back then and still wish there was a reprogrammed higher definition version however VF3TB (like Tekken 4 and DoA2) had problems in Arcades with players not liking the changing elevation much hence why most sequels went back to flat grounds.
I played the N64 MK4 and the MK4G on DC and previously used to watch and play the first and later revisions on Zeus based Arcade Mortal Kombat 4 and honestly despite the DC launch port appearing a bit sharper and cleaner and maybe having a higher poly count over the N64 version, they all pale and bow down (including the PC which I got for the Komic) in terms of poly count and detail and more importantly the N64 was the most accurate version of MK4 because of its huge cartridge access time advantage.
Note that unfortunately the 4MB expansion pack and higher cartridge MBs counts and mature dev tools were not standard and came late as the DC came and eventually all consoles were being replaced.
A theoretical far superior version of MK4G could be done on N64 plus a large (DK64/Majoras Mask) cartridge if it would have been done.
Specially cause only cartridge could replicate.Shinnok's copying of other character's moves lists ala Shang Tsung in older games.
Games like TTT and RRV were PS2 launch titles...I don't see the logic that says T5 looked inferior as T5 was pushing higher details and lighting
If RRV was reprogrammed using 2005 era PS2 dev tools and a DVD-Rom, I highly doubt it wouldn't look far more impressive however there was an ugly trend around that gen of being too critical of arcade style racers (which RRV was actually a sitdown arcade game in Japan)
As for VF4 on DC...I understand the feeling and research...however the PS2 version could be argued to maybe be possible on DC compared to advanced DC tools that never existed...
However the PS2 version of Virtua Fighter 4 that was released as a greatest hits and was on a DVD-ROM and was a higher revision of VF4...was just unreachable to Dreamcast period.
I played VF4 in Arcades heavily...I practically was one of the few who played at the large multi-entertainment center arcade.
I was so heavily dissapointed in the PS2 version that was a CD-ROM btw that I returned it...but later bought the DVD upgraded version.
The Naomi 2 boasted a full 10 million polygon count capability plus it had the Transform and Lighting Elan chip that most of that lighting was respectably nearly reproduced by the last PS2 version of VF4.
I used to be in the camp that Shenmue 1 or 2 wasn't possible on PS2 however being that game's huge budget, unfair comparisons by Western reviewers to GTA3...I feel that we never saw that because there was already a consensus that (specially when Shenmue 2 sold poorly on Xbox) that the game was not capable of breaking even.