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Well, I got that from someone who has a Saturn and told me that what showed the true capabilities of Saturn were the games made for it exclusively, while the versions of multiplatform games were better on the other consoles. The person who told me that is in a WhatsApp group I'm into and I trust him.This is something I never understood. There are a few games people widely claim are better on Saturn but when I saw them they looked worse than the PS1 versions
It's no wonder F-Zero is my favourite racing game -along with Project Gotham Racing, but that's another story- and my favourite Nintendo series. I didn't have the N64 but from what I know 60 fps or even 30 fps was a rarity.Not all of them. F-Zero X was pretty reliable 60FPS.
All the consoles had strengths and weaknesses and a few standout games that showcased their strengths the best. What's really the best is very subjective but calling Saturn a beast compared to the others is a pretty strong statement.
I don't know what it is about Saturn fans defending the console like this. At least it's better than the people who think Jaguar would have been competitive at 3D games.
Do you think that Saturn was an arcade machine more than a console?VF2 used 512 x 256 buffers, iirc, with 512 x 224 being drawn and output to to NTSC to give the impression of interlaced 512 x 448.
Sega were the first console developer to go in for PAL optimisation - a massively overlooked positive for Euro gamers IMO - and PAL VF2 was rendered at a higher resolution than NTSC. I think it was 50 fps 512 x 256 (effectively 512 x 512).
Only 8 bit colour for the polygons though (again IIRC), while backgrounds were 16 bit. Saturn could mix colour depths like that due to it's different VDPs.
Games built around VDP2s impressive plane and background processing would have looked bad on other systems. Then again, you wouldn't have built games around high quality infinite planes on polygon only systems.
VF2 used 512 x 256 buffers, iirc, with 512 x 224 being drawn and output to to NTSC to give the impression of interlaced 512 x 448.
OK. I'd still like a list of beast'n games, though. I've got a near complete set of US Saturn games and many imports as well. I said it before, I am a fan. It's probably my favorite console ever made. But, that doesn't mean that I'm delusional about it's capabilities, particularly in the 3D department. There are very few games that really show what the hardware was capable of, but that's mostly because the hardware had so many deficiencies that developers had to work around to untap the latent power of the console that didn't make sense to do for most games.Well, I got that from someone who has a Saturn and told me that what showed the true capabilities of Saturn were the games made for it exclusively, while the versions of multiplatform games were better on the other consoles. The person who told me that is in a WhatsApp group I'm into and I trust him.
Tobal came much earlier. I think it was in 1996But that was later when Saturn development had basically stopped. In limited cases the Saturn could produce really awesome graphics.
They certainly showed better what the Saturn could do. Regardless they rarely (if at all) did anything that the PS1 didnt do or surpass. Also there are many multiplatform games that the Saturn audience claim run better on the Saturn. A direct comparison I did with a friend showed the opposite results in overall quality.Well, I got that from someone who has a Saturn and told me that what showed the true capabilities of Saturn were the games made for it exclusively, while the versions of multiplatform games were better on the other consoles. The person who told me that is in a WhatsApp group I'm into and I trust him.
I would normally agree, but let's be honest here. There aren't really any Saturn games, exclusive or not, that show it to be superior to PSx or N64 by any real margin that don't take advantage of ram carts. It's pretty definitive here. I'm a big Saturn fan because I like the library. Mostly the arcade ports and exclusives, but lets be honest here. Saturn wasn't the most capable system of it's generation. It's greatness was in it's library, not it's hardware. In fact, it's probably in spite of it's hardware.Comparing console A exclusive game X versus console B exclusive game Y is pretty much completely fail, because there will be so many parameters differing, not just the skill of the artist teams, art style and direction, down to small technical details like how many polys to spend on backgrounds versus characters and things like that.
I don't find it productive, and usually such comparisons often tend to devolve into fanboyish screaming contests most easily summarized as "nuh-uh! it isn't!"![]()
Well, in regards to what your friend told you it might be true, I can't corroborate everything because I haven't tried those games myself, but he also told me that multis used to run and look better on PS1 and N64.They certainly showed better what the Saturn could do. Regardless they rarely (if at all) did anything that the PS1 didnt do or surpass. Also there are many multiplatform games that the Saturn audience claim run better on the Saturn. A direct comparison I did with a friend showed the opposite results in overall quality.
Regarding exclusives, the Saturn still didnt fair better than competition.
Soul Blade was leaps above Last Bronx which was supposedly Sega's answer to Soul Blade and came later.
Ridge Racer was as good if not better than Daytona USA.
Virtua Fighter 2 sacrificed not only background geometry but also lighting effects and shadowing in order to achieve the clean looks it did. Tekken 2 and Tobal were super clean butter smooth games that retained their lighting effects and shadows.
Deep Fear was Sega's answer to Resident Evil 2 but it didnt fair as good. Backgrounds were less interesting and characters suffered from the same low res, low geometry, unlit models we also saw in Resi1 if not worse.
Time Crisis had more detailed textures and more geometry than Virtua Cop 2.
Burning Rangers suffered from terrible framerates, and the geometry was extremely low.
Crash Bandicoot 1 and Crash Team Racing looked better than Sega's Sonic R
I wont mention Sega Rally because a proper Rally game on PS1 came much later. But really find me one game that looked as impressive as Porsche Challenge on the Saturn
Steep Slope Sliders came the same year as Cool Boarders 2. Guess which one looked better.
I cant remember the PS1 having a game similar to Panzer Dragoon during the time that the Saturn was alive (I am speaking about genre not visuals), but we saw Omega Boost much later which in my opinion was more impressive. Omega Boost is rumored to have been made by former Panzer Dragoon devs btw.
And now lets see some of the multiplatform games that the Saturn audience claimed were better on the Saturn. I have tested these games simultaneously on PS1 and the Saturn
Resident Evil 1: Prerendered backgrounds were reworked on the Saturn with slightly better resolution, but characters, textures and lighting effects were significantly worse. Everything else was more pixelated
Pandemonium: more pixelated look, worse framerate, and worse effects due to bad transparencies
Wipeout and Wipeout 2097: Worse framerate, pixelated look, uglier lighting and effects on the Saturn. Again due to bad transparencies.
Castlevania Symphony of the Night: What made that game better on the Saturn was the extra content. But many of the visuals were redone and looked worse on the Saturn. Also it looked more pixelated and suffered from framerate dips.
Tomb Raider: Some claimed that Tomb Raider was another game that looked better on the Saturn. Some say it was the water effects which is subjective. But it also looked flat due to lack of lighting effects and the game looked more pixelated and I think it also had worse framerates.
Dead or Alive: Flat looking low polygon models like in Virtua Fighter 2. It's backgrounds also took a hit and were all replaced with 2D backdrops. The PS1 version was a completely different looking game. 2D backgrounds but characters had lighting effects and looked smoother.
Its the 2D games were the Saturn did better. But anything with 3D graphics didnt look special.
In the meantime the PS1 was doing some pretty interesting visuals, with Tobal, Rapid Racer, the Crash Bandicoot Series, Wipeout, Metal Gear Solid, Soul Reaver, Porsche Challenge, Soul Edge, Colony Wars, Forsaken, Jumping Flash, Ridge Racer, Spyro etc
Continuing with what my mate told me, the 3rd party games that were inherently better on Saturn:I would normally agree, but let's be honest here. There aren't really any Saturn games, exclusive or not, that show it to be superior to PSx or N64 by any real margin that don't take advantage of ram carts. It's pretty definitive here. I'm a big Saturn fan because I like the library. Mostly the arcade ports and exclusives, but lets be honest here. Saturn wasn't the most capable system of it's generation. It's greatness was in it's library, not it's hardware. In fact, it's probably in spite of it's hardware.
I shall tell about that to him, he didn't mention that game at all. Another guy in the WhatsApp group I am into has also two ST-V Titan (Saturn transformed into arcade machines) although he said that they don't work well, they are a bit weak, because their RAM modules tend to fail.Duke Nukem was ported by Lobotomy Software. They also ported Quake to the Saturn. That's one dev team that worked magic on the machine. If you have a Saturn you should check out Powerslave. I find it to be a great game with good graphics, still play it every couple of years.
Well it is not what HE told me. It is what we tested together and experienced first handWell, in regards to what your friend told you it might be true, I can't corroborate everything because I haven't tried those games myself, but he also told me that multis used to run and look better on PS1 and N64.
I wouldnt say all were leaps and bounds. Some were tiny better, some you couldnt tell a difference, some were significantly better.However, he also mentioned that all the 2D games that came out for PSX and Saturn, were leaps and bounds better on the Saturn.
The Saturn used quads yes. Which appeared to be a pain in the ass with high poly models later on.In addition, he told me that 3D wise the results oscillates from geniuses work to disaster because of the rendering differences, Saturn rendered squares he told me, and PSX rendered triangles.
When a game was programmed for Saturn we didnt have a PS1 version to compare to so its easy to claim that they did better. I disagree that the Saturn ever did resolutions that the PSX never achieved. And it is pointless when so many sacrifices had to be done to reach that resolution. In general even exclusive games suffered on the Saturn too especially when they tried to achieve the quality achieved on PS1 games.When a game was programmed on PSX and then ported you had to look into that and add that rendering difference, including parallel processing, because of the amalgam of chips performing different tasks.
The result was normally nauseating.
Except when a game was programmed for Saturn. Then on those cases the videoconsole shone through offering resolutions that the PSX never achieved, graphics effects, more solid worlds, etc.
Duke Nukem was certainly better but I dont think it was proof of its technical superiority but rather it was mostly handled better by the team that made the port and they did a fucking excellent job.Duke Nukem
The amazing brilliance of the Quake port which is even superior compared to the N64 version
Alien Trilogy
Dead or Alive..
Duke Nukem was ported by Lobotomy Software. They also ported Quake to the Saturn. That's one dev team that worked magic on the machine. If you have a Saturn you should check out Powerslave. I find it to be a great game with good graphics, still play it every couple of years.
Ezra: The most striking thing about the PlayStation port was how much faster the graphics hardware was than the Saturn. The initial scene after you just start the game is pretty complex. I think it ran 20 fps on the Saturn version. On the PlayStation it ran 30, but the actual rendering part could have been going 60 if the CPU calculations weren’t holding it up. I don’t know if it would have ever been possible to get it to really run 60, but at least there was the potential.
Other than that, it would have looked identical to the Saturn version. Except for some reason the PlayStation video output has better colour than the Saturn’s.
So I know something about the PlayStation. And really, if you couldn’t tell from the games, the PlayStation is way better than the Saturn. It’s way simpler and way faster. There are a lot of things about the Saturn that are totally dumb. Chief among these is that you can’t draw triangles, only quadrilaterals.
Wasn't Sega also mooting a cart version of the Saturn at one point to bring down build costs? That would have probably worked okay with the "low ram" configurations you mention.
512KB SDRAM and 256KB sound ram would have seemed okay if you were sat in 1992/1993 thinking about a single CPU, 2D focused cart based machine.
SH2's were developed that ran at up to 40 mHz, but whether that was on the same process and/or passively cooled I have no idea. If Sega had been able to slap in a 40 mHz SH2 at the cost of a heatsink and fan I do wonder if it might have been worth it ...
I think some later codecs were developed that ran on the two CPUs, as Saturn video did improve markedly over early games. Couldn't swear to it though, one's memory gets confused with what the DC was doing on its SH4 (320 x 240 mpeg took 50% CPU time iirc, could run in parallel with all normal game operation e.g. Space Channel 5).
What's 'great' about it? A convoluted mish-mash that's not particular good at anything, Saturn smacks of a botched engineering job rather than a great console. Bad for devs, bad for the product, bad for Sega's finances. It's certainly interesting and a great case-study, and well loved by fans because of the games, but the machine itself is something of a joke AFAICS - how not to design and build a console.
You're right, my fault: the Saturn had 2 x 4Mbit SDRAM chips in parallel over a 32 bit bus; it was the 32x which had one single 2Mbit (that's right, it's not a typo) SDRAM chip over a 16 bit bus.
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I guess Sega took a lot of inspiration from the arcade machines, where it was pretty common at the time to have multiple CPUs (also with different architectures) and dedicated ASICS.
I often wondered if the end result (the Saturn) could have been better or less expensive (or maybe a bit of both) if Sega had followed the Nintendo route with only two powerful and complex custom chips instead of a multitude of small custom, semicustom and off-the-shelves chips. Certainly Sega was aware of what Nintendo was doing as Silicon Graphics first had approached Sega of America to pitch their low cost, entertainment 3D solution.
I think one of the biggest technical feats on the Saturn was Virtual Fighter 2 running at 704x480 @ 60 by effectively using the VDP1/2. It used the saturn's high resolution mode for both background and polygons and at the time it really stood out compared to 3D fighters on the Playstation.
Who knows what tricks would have been found to maximize the pants-on-head hardware if the system would have survived longer but I think games like Burning Rangers show could have been possible (at better frame rates hopefully).
Its always nice to have these tech threads for older hardware since there weren't many (if any) online communities available to discuss them when they were relevant.
There's not enough VRAM to store 704x480 and an NTSC TV couldn't display that w/o interlacing anyway so it's really 704x240, maybe with interlacing (so more like 30 Hz?)
Using that high resolution mode meant 8-bit rendering, which meant a much more flat, static, less vibrant look with no lighting. The VDP2 layer helped a lot though.
There were PS1 fighters that used 512x240 or so with actual lighting. Soul Blade was 640 wide IIRC.
One of the craziest things I learned about that generation, and it made me thing "Oh my god what if....". If you think about the shortcomings of Saturn because of it's exotic hardware configuration, and the restrictions placed on N64 hardware by Nintendo, not just the insistence of using carts, but requiring developers to use specific features that crippled performance, it makes you wonder what a Sega console with N64 hardware would have been like. Much faster than what we got with 64 because developers would have been free to tune the games to their preference, and without the space limits of carts. It isn't just that Sega could have had a system that matched N64, I think gamers might have even got more out of it in the long run.
Fighting Vipers, and Fighters Megamix were Sega-AM2 reprogrammed conversions and original title for Saturn. Both fighting games use a lower resolution but they actually featured lighting effects.
Iirc Fighting Vipers was a 1996 release with Fighters Megamix a 1997 release.