I'm pretty sure VDP2 doesn't do anything with the VDP1 framebuffer outside of display it straight as a layer with its own priority and color blending settings (like the other VDP2 layers). I'd say you're kind of overstating VDP2 in general. It really is an evolution of previous console 2D hardware, minus the sprite part. It has a lot of complex settings for priority and inter-layer blending and the like but not stuff like what you're saying.
I'm simply going off what the folks that have reverse engineered it have said. Nothing was overstated. Two planes, three axis rotation, can apply transparency from it's own rendering, can apply colour gradients, can use the visibility bit for applying shadows over VDP1, can take a VDP1 buffer from an initial pass and store it then blend it to a subsequent VDP1 pass to provide overlaid VDP2 output (even at different resolutions).
And as the guys behind the most impressive Saturn emu state - VDP2 is harder to master than VDP1.
I would consider the VDP2's greatest strength/asset to the system to not be any of the rendering or effects but the way the tiling worked. The 8x8 (or 16x16) tiling with individual palettes and flip/mirror could be considered a sort of texture compression. This in conjunction with the rotation plane is what really enabled the large high resolution maps seen in games like Athlete Kings.
Certainly that was a *huge* benefit, but things like high frame rate infinite draw distance, transparency, additional memory for high overall "unique texture/tile" and even gradient draw were really nice features.
Again, not saying that this meant the Saturn was better than the Playstation because on balance it wasn't, just that it could do some things really well!
But the big weakness of the VDP2 rotation planes, like with so much else on Saturn, is that you can't apply lighting/shading to it. At least not in a very reasonable way.
Quite probably! Although Team Andromeda managed varying ambient light on VDP2 for Panzer Dragoon Saga. Then again, they also managed per vertex coloured lighting and RGB point lights. Which was mind blowing for a home console back in 1998. They were by no means representative of the average Saturn dev.
Well.. have you tried the game?
The top default view is not impressive at all, but if switch to back view, you can actually see all the level geometry up in the distance, fully textured. Moving objects are gourard shaded. Floor is flat, but fully textured too, no pop up at all. Solid 30fps framerate.
I cannot think up of such a game on both PS1 or N64.. Spyro, Mario, Zelda, Banjo, Donkey Kong, they all used blurry textures or flat polygons.
Its even more impressive, if you consider it was released back in June 1997..
Absolutely. Limited, but very good at what it did.
That's VDP2 in a nutshell.
VDP 2 can draw a128x128 flat floor at 60fps. That's 980k "polygons" / second.. Im not stating that the Saturn was more powerful than the PS1/ N64, but some games designed specifically to run in it, would have been impossible on the other systems, without pop-up or reduced texture resolution.
For some reason this is considered controversial. If you actually look at what the hardware in both consoles could do you can see clearly that this is true for both systems, and that while the PS1 was overall a better systems (and at the same time much cheaper to produce), it doesn't change the fact that the Saturn could do some things well.
Trees are 3D.
Im not stating the Saturn was technical superior to the other systems.. But some particular games, designed to take advantage from the VDP2, would be impossible to run on other systems without downgrading.
Yep. If you tried to achieve the same result you'd struggle because the same hardware wasn't in there. Which is not to say that you could have achieved a different result, better.
Of course, Saturn also had the best sound chip ever put in a games console .....