Sega makes NV2A produce picturesque scenery in OutRun2 SP

Skyscrapers
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Giant Statues
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Milky Way
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Lost City
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the rest here: http://outrun.jp/or2sp/jp/course.html

:oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops:

one shocked face for each SP stage. just think what they'll do with Xenon ^__^
 
I fail to see the :oops: in those pics, especially if you look at the pics that are from gameplay.

I never saw the Out Run 2 in arcades, but in xbox it looked little like the super high res super antialiased pr pics that I saw for example in these forums. Actually I was :oops: 'd at how jaggy and flickery it was, as those are more often seen in PS2 games than xbox games.
 
I dunno about the multiple " :oops: " ...but the thread reminded me that I own the game and I need to finish it! :oops: ...It's a nice blast... :)
 
"Isn't the Chihiro board just a very bulky(-er) and more expenive Xbox anyway?"

Im no technical expert but i understand it differs in some parts. For example it has more RAM, it run the games at higher resolutions. Kind of like the Naomi 1 was more capable than a Dream Cast.

I didnt saw the last screen shots when i made the first post, those ones are even more impresive.
 
Each stage is an artful slice of scenery from around the world. Sometimes photorealism doesn't capture the richness and diversity that's interpretted in nature, and it takes a caricature of these places as in OutRun to recreate what is felt when seeing them.

The lighting looks even more enveloping than the first one which was already dramatic with overexposed, sun drenched pavement and blinding sun rays shining out from behind background detail. Even with more trackside detail, those country mile vistas from a crazy draw distance are still intact.
 
Refreshment:
For example it has more RAM, it run the games at higher resolutions. Kind of like the Naomi 1 was more capable than a Dream Cast.
OutRun 2 arcade does use twice the amount of RAM as the Xbox at 128 MB (it's improperly listed at some sites with the maximum amount with which the Chihiro board can be configured), but resolutions are largely kept the same, just as it was with Dreamcast and Naomi. What is often done in the home ports to save memory is optimization of code as a result of working with it again, smarter and/or more segmented loading schemes, and more console-like texture compression rates (arcade textures are often left uncompressed.)
 
Refreshment said:
"Isn't the Chihiro board just a very bulky(-er) and more expenive Xbox anyway?"

Im no technical expert but i understand it differs in some parts. For example it has more RAM, it run the games at higher resolutions. Kind of like the Naomi 1 was more capable than a Dream Cast.

I didnt saw the last screen shots when i made the first post, those ones are even more impresive.


Chihiro games run at the same resolution as Xbox games. or another way to say it, Chihiro games don't run in any high resolution then Xbox games. the Naomi 1 had more memory than Dreamcast. twice the main memory, twice the video memory and four times the audio memory. Naomi 1 games ran at the same resolution as Dreamcast games, but the texture resolution was higher in Naomi 1 games.
 
Thanks for the correction Lazy and Mega.

I came with that wrong reasoning because i saw the arcade counterparts of games like GunBeat, Confidential Mision, Sega Rally 2, House of the Dead 2 among others and i could swear those monitors were dislaying VGA like graphics, refering to how crisp the image looked, in comparison to what my DC displays.

Yes, im aware Gunbeat doesnt have a port to DC.
 
i could swear those monitors were dislaying VGA like graphics, refering to how crisp the image looked, in comparison to what my DC displays.
JAMMA>ntsc (or pal)
 
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