Sega_Model_4
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Suddenly the DC looks like the most underutilized and underrated console.
Just makes you wonder how DC and PS2 would look like if both could be utilized to their fullest with the knowledge and tools available today. The DC and the Saturn get crazy homebrew projects. PS1, PS2, GameCube, XBOX have barely anything.
Surely we can say the other consoles were better utilized. Considering when the DC was released and how much more straightforward it's HW was compared to PS2, you would have thought it that we knew it's limitations better.These other consoles were properly used in their lifetimes. DC and Saturn had short lives and much less attention from developers.
I believe the DC wasnt exactly getting PS1 ports but rather the PC ports that were also designed for PS1. It was getting in other words the best versions of multiplatform games. But yes it is true that a lot of those werent pushing the console. A lot of these games were designed around mainstream hardware, whereas the DC could punch above mid specsThe games that were being developed at the time mattered as well. Most of the Dreamcast library, outside of the first party stuff of course, are PS1 ports. So they were somewhat limited by the lead platform as well. And I think that's why better looking titles for the system were exclusives. And maybe why some of the earlier titles are some of the nicer looking ones, because there were less exclusives and more ports.
Absolutely. There is knowledge and paradigms that could be brought to bear on PS2 for different results. It'd be wrong to think the best PS2 achieved in its lifetime is the best it could achieve for all time. And TBH the only people wanting to use current trends as 'this proves DC was better' are fanboys warring. The actual interest here is 1) DC was far more capable than it appeared at the time, and the hardware design had some great features. 2) All hardware had room to grow and still does; the limits of these retro consoles haven't been reached yet.
PS2 libraries were non existent for an extended period when it launched and the documentation was lackluster and in Japanese. Kojima was probably forced to rely on Assembly because they had no proper libraries to work with when they received the console.If you read interviews with PS2 game developers, you'll see that everything was done to get the most out of the console. Kojima's team even programmed parts of MGS2 and 3 in assembly language to get the most out of the visuals.
Team ICO managed to emulate the fur effect in Shadow of The Colossus which the console's GPU was not capable of doing (like GameCube GPU).
Developers had much more time and money to work on PS2 versions.
The Dreamcast, in addition to having a weak base from the Saturn, which had already driven away some developers, didn't last long, games sold less on the platform and even development tools weren't very good, considering that Sega had a habit of keeping the best for itself and letting third parties fend for themselves (the partnership with Microsoft and Windows CE was an attempt to get around this). Sony used to help develop games from partner companies in exchange for exclusivity, so many studios had access to the best that Sony had to offer in development.
It also ignores the point it replies to, that thinking has changed and there are entirely new paradigms to consider. I dare say PS2 could do quite well with SDFs, something that didn't exist in its heyday.The PS2 had an awful start with developers. Surely at the end the PS2 pulled off some neat tricks as it matured. But it doesn't mean all possibilities were squeezed out.
It's a curious response to a post that said the only people who care which was ultimately maxed out are fanboy warriors. I can't interpret it as anything other than that, wanting to identify the DC as the best despite the differences in when and what was achieved. As mentioned elsewhere, every piece of hardware that ever had fanmade creations decades after its release has shown incredible, untapped potential, and it's (I dare say wilfully) myopic to think otherwise for PS2.So I am also trying to understand what's the point that you are trying to make. That ultimately the DC was overall better than the PS2 in capabilities?
Who is talking about superiority, you keep repeating it like a parrot, we are talking about maxing about the console not it being more powerful than the PS2, it isn't.Your argument is that PS2 was maxed out, has nowhere else to go, and now DC finally proves its superiority?
It seems like Sega_Model_4 is. I don't understand why they responded as they did to my post if not that.Who is talking about superiority,
I'm not addressing 'we'. I'm addressing Sega_Model_4. If Sega_Model_4 isn't saying that, they can explain how I've misread their post.we are talking about maxing about the console not it being more powerful than the PS2, it isn't.
It's nothing to do with these ports. My statement is following on from Nesh's about the homebrew scene and how lacking that is on PS2, and how much might be possible on PS2. The current arc of discussion is, "DC was so much more capable than appeared in its lifetime thanks to homebrew efforts realising its potential; what could PS2 achieve if it also had that level of homebrew efforts?"And lol about new paradigms, you have no idea how this ports are being developed.
What relevance has this to anything said? No-one's disputed that. It's tangential to the comment about how old hardware can be stretched even further decades after release when talented devs continue to work on them.The fact is that these impossible ports due to power, memory, storage etc etc, are running and are payable from Start to finish on a console it wasn't supposed to even boot them, and they are still in beta.
I don't think that's even a valid statement. 'Most powerful' is by and large a ridiculous measure as each machine had its strengths and weaknesses and there's no standard for averaging these into some 'more powerful' metric. Discussion can ignore trying to decide 'what was the most powerful' and just focus on the specifics and the accomplishments. Look how great these ports are. Wonder what else is possible on different machines.Again the PS2 is more powerful
I think it's a misconception in that way of thinking. It only did well because of "today" way of thinking. The true boost of performance that made these port possible and edging close to 20+ to 30 fps actually came from something available day one. Sh4 special features ocindex / ocache to use as super fast scratch pad. These uses were even listed in the documentations both English / jp but I guess devs didn't go that far to optimize because from what I hear is extremely hard but can used for multiple things not just tnl.Surely we can say the other consoles were better utilized. Considering when the DC was released and how much more straightforward it's HW was compared to PS2, you would have thought it that we knew it's limitations better.
The recent homebrew show a completely different picture. Unexpected one. We don't know how much of that is due to a)better modern tools and technical knowledge and b) how much of that is due to the untapped power considering the available knowledge of that time
Would developers have managed to create such impressive feats if the DC lived fully with the knowledge of the time?
We see handful of people porting and creating impressive tech demos on their spare time that surpass whatever whole software houses and Sega themselves could pull out back then.
So there is also the question how much could the PS2 be pushed with the knowledge and technology of today?
What you describe is still impressive and makes me just as curious. Whole development houses avoided using it even though it was in the documentation because it was too difficult. Yet only handful of people managed the impossible port by taking advantage of it. What else is in documentations that devs barely used or not used at all? And how did a handful of people in their spare time manage such incredible feats when devs avoided such hardware features? There is a similar case also with PS2 where devs barely took advantage of one of the VUsI think it's a misconception in that way of thinking. It only did well because of "today" way of thinking. The true boost of performance that made these port possible and edging close to 20+ to 30 fps actually came from something available day one. Sh4 special features ocindex / ocache to use as super fast scratch pad. These uses were even listed in the documentations both English / jp but I guess devs didn't go that far to optimize because from what I hear is extremely hard but can used for multiple things not just tnl.
What you describe is still impressive and makes me just as curious. Whole development houses avoided using it even though it was in the documentation because it was too difficult. Yet only handful of people managed the impossible port by taking advantage of it. What else is in documentations that devs barely used or not used at all? And how did a handful of people in their spare time manage such incredible feats when devs avoided such hardware features? There is a similar case also with PS2 where devs barely took advantage of one of the VUs
Absolutely. The first games you make you release to get something out, learn the rudiments of the platform, and make some money to keep the company going. Competition is against other devs doing exactly the same instead of taking 5 years to learn the hardware before their breathtaking first release - all those launch titles are a bit jank. Second game, you now know the basics and can consider something a bit more adventurous. Third game, you can start to consider best practices. Fourth game, maybe you get ambitious.If the DC hadn't died more of the CPU performance it's been proven to have would have been extracted simply because it would have to have been. Just like it had to be for these awesome homebrew ports of GTA3 and Vice City. That's my take anyway.