Fafalada said:
And on that note I dunno why PS1 is dubbed to be weak in 2d either, absurdly enough, sometimes even compared to older machines.
I don't know what fillrate equivalent both VDPS combined amounted to, but I doubt it was that big of a difference either, even if they were faster then using PS1 GPU strictly for 2d fill.
Well if you use fullscreen flat background planes, VDP2 effectively does 4-5 full screen layers, even transparent, at 60FPS... and if you use "Mode 7" effects you can still do 1 3D and 2 2D layers, or even 2 3D (bandwidth, more than computation, prevents 5 full planes from being used in most cases, especially when 3D planes are concerned).
VDP1 has enough sprite-generation power to fake full, damn good looking 3D worlds on its own (Shining Force III, Burning Rangers, Panzer Dragoon II and Saga, QUAKE/Duke3D/PowerSlave(Exhumed in Europe), and of course the unreleased Shenmue appears to be doing next to nothing on VDP2 as usual). Lobotomy's three FPS games for Saturn really show off how much VDP1 can render - look at Quake, it's more or less an exact conversion of the PC game.
Basically, the whole reason Saturn is so much "better" for 2D is that it has two pools of memory for frame buffer (more bandwidth), can fill its frame buffers to the maximum while only sacrificing colour depth, which isn't that severe in 2D if you use pallettes well (results in very high-res output), and the load balancing allows it to manage much more "stuff" in real-time compared to PS1.
PS1 can do niftier tricks, though - for example, look at Castlevania:SOTN (Nocturne in the Moonlight in Japan)... while KCEN did indeed do a horrific job of porting it (tons of extra load times despite Saturn having more RAM and a far and away better disc loading mechanism), there are scenes were NitM does legitimately over-tax the Saturn with its mixed-mode 2D and 3D, forcing the VDP1 to work "too hard" within the scope of a 2D game.
Basically, in my opinion, "which is the more powerful system" is a toss-up... both can generate, at their maximums, about equal graphics quality, with each having advantages in different areas. I feel that Saturn is a "superior" architecture because of the extreme versatility inherent in its design, however that of course hinders it in the real world due to the difficulty in coding. PS1 can push out the same graphics with half the effort... which is why PS1 obtained much more mind-share from developers, which resulted in Saturn's premature demise.
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By the way, I hear that an updated SDK was released by Sega within a month of Saturn getting the axe, officially - which was capable of more than doubling Saturn's max poly count - but it was never used by any games because devs weren't interested anymore, and Sega's plans to nix the hardware were already final... (IIRC, Virtua Fighter 3 was being developed using the techniques included in the SDK) Not sure on this info, of course. Sonic?