Rigtht just thought I'd seperate the Saturn technical discussion part out ot avoid junking the DC history Thread:
...
yes, I'm am well aware of that and the 2D focus of the feature set of the Saturn. My question is and can be rephrased as. Which factor most contributed to the Saturns superiority in 2D titles and which could not be reproduced (in an manner of speaking) ont eh PS1 and other architeures of the Day?
take away the memory advantage and what do you have? (speaking hypothectically here). what is is weaker in?
When you have members claimng that even the DC doesn;t match up in terms of 2D effects you have to ask this quetion.
EDIT:
now that I've brought this up, that a look at Grandia ont he Saturn --> PS1 for example of the difference in performence of the 2 platforms. )loads of slowdown in the PS1 version, from memory) what's going on here do you think?
EDIT2:
a brief summary of the spec sheet for reference
Processors (8)
Two Hitachi SH2 32-bit RISC @ 28.6MHz
One Hitachi SH1 32-bit RISC
VDP 1 32-bit video display processor
VDP 2 32-bit video display processor
Saturn Control Unit (SCU)
Motorola 68EC000 sound processor
DSP sound processor
Memory
2 Megabytes (16 megabits) RAM
1.54 Megabytes (12 megabits) VRAM (Video RAM)
540 Kilobytes (4 megabits) Audio RAM
540 Kilobytes (4 megabits) CD-ROM Cache
Video
VDP 1 32-bit video display processor
sprite, polygon, and geometry engine
dual 256KB frame buffers for rotation and scaling effects
Texture Mapping
Goraud Shading
512KB cache for textures
VDP 2 32-bit background and scroll plane video display processor
background engine
5 simulataneous scrolling backgrounds
2 simultaneous rotating playfields
200,000 Texture Mapped Polygons/Second
500,000 Flat Shaded Polygons/Second
up to 60 frames per second animation
24-bit true color graphics
16. Million Available Colors
320x224, 640x224, and 720x576 Resolution
Audio
Yamaha 24-bit Digital Signal Processor @ 22.6MHz
Motorola 68EC000 sound processor @ 11.3MHz
32 PCM (Pulse Code Modulation) Channels
8 FM (Frequency Modulation) Channels
44.1 khz Sampling Rate
Storage
CD-ROM (2X)
320 Kilobytes/Second Transfer Speed
Audio CD Compatible
CD+G Compatible
CD+EG Compatible
CD Single (8 cm CD) Compatible
Optional - Video CD, Photo CD, EBook, Digital Karaoke
Optional - 512KB Memory Cartridges for game save
Input/Output
High speed serial communications port
Internal 32-bit Expansion port
Internal Multi AV Port for optional Video CD (MPEG) adapter
Composite Video/Stereo (Standard)
NTSC RF (Optional)
S-Video Compatible (Optional)
RGB Compatible (Optional)
HDTV Compatible (Optional)
Analog Control Pad (x2)
Sorry , i souldn't have quoted you , because i thought you were looking for facts about 2D performance of both Psone and Saturn.
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To answer briefly, saturn was (one of) the last machine designed to be 2D gameplay oriented. That explain all the 2D features included (such as all kind of rotation , rotating playfileds , 5 backgrounds scrolling all with (Enlargement, scaling, rotating, reduction effects), etc...)
yes, I'm am well aware of that and the 2D focus of the feature set of the Saturn. My question is and can be rephrased as. Which factor most contributed to the Saturns superiority in 2D titles and which could not be reproduced (in an manner of speaking) ont eh PS1 and other architeures of the Day?
take away the memory advantage and what do you have? (speaking hypothectically here). what is is weaker in?
When you have members claimng that even the DC doesn;t match up in terms of 2D effects you have to ask this quetion.
EDIT:
now that I've brought this up, that a look at Grandia ont he Saturn --> PS1 for example of the difference in performence of the 2 platforms. )loads of slowdown in the PS1 version, from memory) what's going on here do you think?
EDIT2:
a brief summary of the spec sheet for reference
Processors (8)
Two Hitachi SH2 32-bit RISC @ 28.6MHz
One Hitachi SH1 32-bit RISC
VDP 1 32-bit video display processor
VDP 2 32-bit video display processor
Saturn Control Unit (SCU)
Motorola 68EC000 sound processor
DSP sound processor
Memory
2 Megabytes (16 megabits) RAM
1.54 Megabytes (12 megabits) VRAM (Video RAM)
540 Kilobytes (4 megabits) Audio RAM
540 Kilobytes (4 megabits) CD-ROM Cache
Video
VDP 1 32-bit video display processor
sprite, polygon, and geometry engine
dual 256KB frame buffers for rotation and scaling effects
Texture Mapping
Goraud Shading
512KB cache for textures
VDP 2 32-bit background and scroll plane video display processor
background engine
5 simulataneous scrolling backgrounds
2 simultaneous rotating playfields
200,000 Texture Mapped Polygons/Second
500,000 Flat Shaded Polygons/Second
up to 60 frames per second animation
24-bit true color graphics
16. Million Available Colors
320x224, 640x224, and 720x576 Resolution
Audio
Yamaha 24-bit Digital Signal Processor @ 22.6MHz
Motorola 68EC000 sound processor @ 11.3MHz
32 PCM (Pulse Code Modulation) Channels
8 FM (Frequency Modulation) Channels
44.1 khz Sampling Rate
Storage
CD-ROM (2X)
320 Kilobytes/Second Transfer Speed
Audio CD Compatible
CD+G Compatible
CD+EG Compatible
CD Single (8 cm CD) Compatible
Optional - Video CD, Photo CD, EBook, Digital Karaoke
Optional - 512KB Memory Cartridges for game save
Input/Output
High speed serial communications port
Internal 32-bit Expansion port
Internal Multi AV Port for optional Video CD (MPEG) adapter
Composite Video/Stereo (Standard)
NTSC RF (Optional)
S-Video Compatible (Optional)
RGB Compatible (Optional)
HDTV Compatible (Optional)
Analog Control Pad (x2)