Sega Saturn Shenmue Gameplay Video

As you have proven us the MAC's that the SH2 provides are very helpful...The problem is that you are working with 32bit registers (not 64/128 like MMX/SSE!!!!) and using both SH-2 at the same time was not very easy since they couldn't access memory at the same time.

Anyways, I am very sure that Saturn 3D power was never unveiled. When you see games like Burning Rangers you are impressed.
 
Crazyace:
Things dont really look much better than the tomb raider games.
Are you sure about some of your comparisons?

Shenmue - Saturn
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Tomb Raider 3 and Chronicles - PlayStation
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For me, Sega Rally 2 was above all a superlative game - graphically it was
outclassed by the Ridge Racer launch title...
SEGA Rally Championship - Saturn
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Ridge Racer - PlayStation
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SEGA Rally’s real visual strength was evident in motion where its cars realistically leaned into turns and bounced on the undulations of the road. The game’s physics provided the cars with a convincing suspension system and a substantial feel of weightiness.
and Toshinden ( another launch title ) is graphically better than both VF1/VF1 remix and VF2 --

Virtua Fighter 2 - Saturn
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Battle Arena Toshinden - PlayStation
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And VF2 runs at 60 fps.
but there are technically better PS1 games in the same genre
Right, but I was using a game which was developed simultaneously for both systems to highlight ways in which their versions differed. I mention several other games to perhaps point to a general trend.

Guden Oden:
No, no, no, no. WO was pretty solid 25fps on PS, on Saturn there was a definite juddering to the screen updates.
It’s at times hard to pinpoint the difference in framerate because they allowed you to move faster, as far as sense of speed, in the Saturn port.
Oh, I'm surely converted to your side NOW! "Many others"!
There are more to list, but the titles aren’t too noteworthy to the enthusiast gamer, nor are the differences all that dramatic. If you were a sports gamer at that time and trying to decide between Saturn and PlayStation, you might’ve noticed the differences in a title like Madden NFL ‘97, for instance, where the PS version looked cleaner but the field/stadium scrolled more smoothly on Saturn. Or in 3D Baseball from Crystal Dynamics, where the Saturn version looked a little better all around. Same situation as Mechwarrior II.
Let's just forget the awkward, bumbling design of the hardware itself with its multitude of processors (six in total, as I recall, though I might easily have missed one or two! ),
It may have been ugly to program, but there were some games that made good on its promised potential.
I think you'll find a lot more games ran much better on PS than the other way around.
Definitely, regarding multiplatform 3D games; most developers admitted that market conditions made it not worthwhile to try to make effective use of the SEGA hardware.
there's not much in that machine's favor in comparison.
It depends on what you’re looking for. Saturn had more flexibility for really interesting custom approaches, and its sound chip was amazing (though crippled somewhat by memory):
"Saturn's sound hardware is phenomenal. It's way, way, better than the PlayStation's sound - you can basically plug in a synthesizer and play it through MIDI."
http://darkwatcher.psxfanatics.com/console/details/saturn.html
and have a task that suited itself to being divided up (not all are).
The real limit to how nicely it can be done is the designer’s ingenuity, like on any multiprocessor system. Some people want to claim only titles like VF2 were ideal cases, but there’s incredible variety among a list of impressive Saturn titles:
Assault Suit Leynos 2
Panzer Dragoon Saga
Burning Rangers
Dark Savior (pushed lots of geometry)
Dead or Alive
Digital Dance Mix Vol. 1: Namie Amuro
Dragon Force
Duke Nukem 3D
Elevator Action Returns
Grandia
Guardian Heroes
Last Bronx
NiGHTS Into Dreams
Panzer Dragoon II: Zwei
Quake
Princess Maker
Radiant Silvergun
Megaman 8
Sakura Wars 2
Samurai Spirits: Best Collection
Saturn Bomberman (extra-high res for 10 players)
Scorcher
SEGA Rally Championship
Shining Force III
Silhouette Mirage
Sonic R
Soukyugurentai: Otokuyo (amazing visuals)
Street Fighter Alpha 2
Vampire Savior
Virtua Cop 2
Virtua Fighter 2
Virtual On: Cyber Troopers
X-Men Vs. Street Fighter

I don’t know... I’d say the Saturn’s ‘parallel’ processing approach could lend itself well enough to whatever the designer managed to plan properly.
Uh, come again??? Custom titles' higher framerates COMPARED TO WHAT?
Compared to similar games on PS. Daytona CCE ran smoother than the Gran Turismos, for instance. Virtua Cop 2 presented a staggering 3D world with more scope than Namco’s PS lightgun shooters, and the Saturn never flinched on it.

Its custom titles, like NiGHTS for example, moved very fast and nicely though loaded with special effects - reflections in the mirrors and the deforming terrain of Soft Museum, the flowing liquid surfaces of Mystic Forest, the showers of particles, etc. Virtua ON got hectic but stayed fast and smooth. The Saturn’s best titles were always good at not getting bogged down when running lots of flourishes.
I actually thought Panzer Dragoon 2 beat the pants off Nights in both graphics and gameplay departments, Nights was a confused, uninspired Mario64 knee-jerk response that used way too much purple in it graphics design. PD was simple to say the least in its gameplay, but it executed what little it had with lethal precision. Awesome shooting game for its time! Nights was just tired and boring IMO.
Panzer Zwei was very tightly executed. Very cinematic, too.

NiGHTS was and still is wholly original on just about every level. The freedom of flight, fluid and responsive controls that brought with it the first-released analog pad of the gen, and intuitive movement/actions - like closing the space around an enemy in a flying paraloop, capturing them within - that still kept you focused on the main task of maintaining your momentum and flight path unbroken. To pull off its 360 degrees of flight freedom in 3D, the levels challenged you to catch the springboards, bumpers, fountains, cannons, etc. to accelerate your path along 2D ‘runs’ around its 3D world. The game’s music was also pieced together in realtime, based off the temperaments (from how you’ve treated/interacted with them) of the artificial life forms (A-Life algorithms) living and breeding in the levels. I don’t see how something innovative like that can be “uninspiredâ€, or least of all, “tiredâ€. Or how the need to express an original vision, like that of NiGHTS, could at the same time be some “knee-jerk responseâ€.

You say the game is “confusedâ€, but I think it’s actually one of the few games that presents a fully unified vision from all its elements. It’s all about the freedom and gracefulness of flying, like in our dreams - hence the momentum-based gameplay that was all about maintaining your flight path, the system for ‘linking’ that rewarded your ability to ably direct your flight through hoop trails, the completely intuitive controls that required just one button, the themes, the graphics and music, and the little magical touches (such as the melodic chime that rings at a slightly higher note with each link you string together).

The concept is almost like swimming through the air (as if it were water) at high speeds.
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nights.jpg

If you agree, then I don’t understand why you said:
“The PS is just plain superior at 3D and that's a *fact*.â€

For some, the texture warping could be a pretty big deal breaker on a lot of PS 3D, regardless of what else the graphics are accomplishing. Some might really appreciate better graphic definition and favor Saturn’s higher-res mode games. The Saturn could offer more performance if your design or desired effect went outside the PS’s fixed pipeline and needed flexible power... the multitude of processors in SEGA’s console provided interesting options for that - notice that the custom water effects of Saturn’s Tomb Raider weren’t in the PS games, or the amazing water from Panzer Dragoon Zwei for that matter, particles, etc.

It can’t be overlooked that 2D was still a fairly big thing back in the 32-bit era, especially in the Japanese market. There are literally dozens of stunning 2D works shared by both systems where the Saturn is better... noticeably.

Anyway, here’s a little gallery of appreciation:
saturn-bios-japan.jpg

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burn3.jpg

burn2.jpg

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doa7.jpg

StreetFighterZero3-1.jpg

DeadOrAlive-03.jpg

FinalFightRevenge-2.jpg

Sonic_R-pix02.jpg

SyutokohBattle97-02.jpg

lb4.jpg

stage1.jpg

stage3.jpg

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mtlslug2.jpg

gh1.jpg

val.jpg

guardian03.jpg

radiant03.gif
 
On the contrary - I believe the Saturn's 3D power was amply demonstrated...

I just dont believe there were any miraculous hidden 3D demos that would have humbled the PS... If there were - they would have appeared then, not now...

.. and the mac instructions (fast ones ) did 16x16 multiplies to give 32 bit results - ( for the equiv timing the PS1 multiplies were 18 bit by 32 bit - full 32x32 would have been slower )

The real problem was transparencies, and gourard shading - the PS had an edge because it dithered it's shading - this gave betting looking blends on the same 16 bit screen modes used by the two machines.

It was pretty easy to use the 2nd SH2 - you either locked it's cache and ran it as a coprocessor - or set it up seperately and ran asynch.
I actually prefer the idea of running the game logic on the 2nd slave sh2, and locking the cache of the master sh2 to run the graphics engine..
 
sorry lazy8s - composing previous reply - didn't read yours

I do hold by my comparisions - the best looking area's in tomb raider are comparable with some of the Shenmue video sequences to me, especially with the lighting and framerates. The Shenmue video frame rates do look even slower - ( especially later on, with the temple, or the bit with the really crap animation of the wounded deer )
The Ridge Racer comparision is better if you compare the start of the race, where all the cars are present - and the polygon complexity of the cars in SR2 is less than RR - ( I have no disagreement about the gameplay in SR2 - it was my favorite driving game for a long time, but it would have looked better on PS1 ;) )
With VF2 - Toshinden actually did look better in some cases, even though it was lower res - the breakup between the rotating mode 7 arena and the classic scrolling floor underneath it was very ugly in VF2...
(Toshinden was a launch title by a 3rd party dev - all the more impressive when compared against the launch jap. saturn titles... )
I remember some american football games looking better on Saturn when they were still almost completely locked into '2D' madden style views. Basically when you compared a 'mode7' style effect with the eqiv. PS1 style floor rendering in early titles the PS1 often lost out.. Once dev's moved away from the flat floors and fixed views though....

The sound comparision was a strange one - although as a Synth the Saturn ruled.. for games the difference was often negligable, as devs moved towards studio recorded DA/XA cd tracks, with sound effects samples stored in ram. It's no use being able to play the sound chip via midi if your music is streamed off CD and you have to drop the sample rate on your SFX/speech so much to fit in memory that they sound like they've been recorded during a cornflakes eating marathon...

I wont argue about the merits of the gameplay in your chosen titles, ( apart from Sonic R... )

I think a problem is that the 'higher resolution' of Saturn games is actually a bit of a myth - when there is a slight increase, it's only a small amount ( 640 to 704 overscanned for example... )
 
Can anyone explain more about texture warping, and why Saturn is much less prone to it than Playstation?
From simply looking at a Playstation game, you can see that it couldn' t possible be doing straight screenspace texturemapping (is that what it's called (the same as what Gouraud shading is doing)?), otherwise the texturewarping would be even worse than it is now.

the way it was explained to me, and i wish i could find the source, was that the texture warping was less apparent on the saturn basicly because of the 3d primative used (quad's as opposed to the rest of the world sans-nVidia's tri's). since more points (4 vs 3) were taken into account when texturing the polygon, the textures swam around less.

in my youth i was a huge saturn fanboy. mostly due to the fact my ps1 died 93 days after i bought it and sony wanted $$ to fix it (90 day warrenty and all). i own well over 100 titles for the saturn, and still play a select few. and while i'll admit some 3d games are technicly impressive, the ps1 offered a more complete 3d package. the saturn lacked many things, floating point units for one.

that's not to say some miricles weren't performed on the hardware... quake is a huge example of this, as is duke3d, vf2, and sega rally, but the reverse should also be noted. DooM, for example, ran worse than quake did. cross platform games especialy destruction derby and castlevania:sotn (2 fantastic ps1 games) were total messes on the saturn. area51 had a cropped screen, which is completely unacceptable for a lightgun game, and ports that should have been easy like MK2 were ruined by inconsistant framerates.

here's a short list of games i think are impressive but have been overlooked in this thread:

amok - voxels!
shining force III - clean, fast, with impressife fire and water effects at some points
last bronx - high res visuals (like vf2) but with more detailed backgrounds
mass destruction - huge explosions, almost no slowdown
dead or alive - like last bronx, only with "physics"

and 2 games i always have to plug...
death tank (original or zwei) - 7 player tank combat!
bomberman s - bomberman w/ 10 player support and... online play. and, the online play still works today (unlike the mass of dc online games)

those 2 games are THE reason to own a saturn at this point. most every other game has some sort of equivilent on a more modern console, but nothing compares to bomberman s and deathtank.
c:
 
see colon said:
DooM, for example, ran worse than quake did.

In all fairness, by far the best console version of Doom didn't come on either the Saturn or PS1, but the Atari Jaguar. If that's an indicator of overall power, (not that I don't love my Jag), well let's just say.....
 
In all fairness, by far the best console version of Doom didn't come on either the Saturn or PS1, but the Atari Jaguar

i'm not sure if i can agree with this. the ps1 version has some pretty slick new lighting effects in it, a smooth frame rate, and network play.

in contrast...
the saturn version had a choppy framerate that got even choppier when you actualy had enemies on the screen, worse textures in some cases than the pc version (not sure how they managed to pull that off), but did have analog controller support.
c:
 
see colon:
bomberman s - bomberman w/ 10 player support and... online play. and, the online play still works today
I'll dial you up if you're interested in a game.

And yeah, it's too bad they didn't extend the network play of Duke into the Death Tank Zwei bonus game. That could've lead to unfathomable levels of fun...
 
see colon said:
In all fairness, by far the best console version of Doom didn't come on either the Saturn or PS1, but the Atari Jaguar

i'm not sure if i can agree with this. the ps1 version has some pretty slick new lighting effects in it, a smooth frame rate, and network play.

Smooth frame rate? My Final DOOM would disagree on that score... and the controls are the pits, there's a noticeable delay with any presses.
 
Clashman said:
In all fairness, by far the best console version of Doom didn't come on either the Saturn or PS1, but the Atari Jaguar.
Agreed. ^_^ I didn't do in-depth comparisons of them all or anything, but I always thought the Jaguar version was the best of the ones I ran across.

Poor bugger... :p
 
smooth frame rate? My Final DOOM would disagree on that score...
final doom was not as good as the original release of doom on the ps1

-edit- for claification: final doom seamed more like a rushed port than the original doom release for the psx. it ran choppier for one. plus, it's a differant game and shouldn't really be compared to the jag version of doom.
c:
 
cthellis42 said:
Clashman said:
In all fairness, by far the best console version of Doom didn't come on either the Saturn or PS1, but the Atari Jaguar.
Agreed. ^_^ I didn't do in-depth comparisons of them all or anything, but I always thought the Jaguar version was the best of the ones I ran across.

Poor bugger... :p

Maybe because the Jaguar version made by id Software :)
 
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