jvd said:Um i'm sure you will start off your trip much faster than i will but when your pulled over on the side and i come pasing u up with my moms old 88 volvo I'm sure thats one way the volvo is better
Put both cars side by side on the starting line of a race track and see if your mom's volvo still wins.
Its an sh4 moded in the dreamcast
WHATEVER. It's still a POS CPU. Looking at it through rose-colored glasses isn't going to change that.
while no EE it still pushing 1.2gigflop and about 5-6 million polygons persecond.
...Under simplistic circumstances. 6 million polys can't ever happen under in-game conditions. I don't think any DC game comes even close. Do soft skinning on a couple bones-based character instead of a rigid car model for example and you'll never reach even that level.
When launched in 98 it was the best thing since sliced bread .
That was a long time ago. Consoles don't exactly age like fine wine you know...
On the note of mgs2. The way it was done on the ps2 will not let it be done on the dreamcast or even the xbox for example.
No, because it leverages the PS2s super fillrate to make heavy use of particles and insane levels of transparencies.
If you code to the systems strengths (like mgs2 was done ) And targeted at the dreamcast you would get a game that looks just like mgs2 with all its game play and most of its effects
I have three words for ya: "Ha", "ha" and "ha".
You are DELUDING yourself if you EVER think the DC could come close of PS2 if it was to attempt doing a version of MGS. That's just plain stupidity, what magic wand would that silly little PVR chip wave to try and emulate what the mighty GS2 renders with such apparant ease?
Remember, it has only slightly more than 8% (oh, ok then, 8.33%) raw textured fillrate of the GS! Let's not forget geometry processing ability, physics and general processing etc. Do get real, please.
and then some effects that weren't in the ps2 version i.e bumpmaping .
...Which would be ironic, since not even DC-exclusive games used bumpmapping!
The dreamcast actually has a much larger memory foot print than the ps2
No it does not. You seem to forget PS2 is able to store textures as MPEG2 pframes in main RAM. Yeah, there are quirks involved, but for the accomplished programmer those are seen as challenges, not obstacles.
PVRDCs VQ texture compression is said to be far inferior to MPEG2, both for compression ratio and visual quality.
Your right its not as high with fillrate
LOL, a bit of an understatement wouldn't you say? 8.33%, "not as high"? CHRIST, would you say an average-sized thermonuclear weapon produces a slight bang when it goes off at ground level?
but then again its done many games on it that even now would be hard on any other system (xbox playing shenmue for example ).
"Many games", "hard on any other system"? Can you even name five games that would be hard to do today? Shenmue is obviously a shoddy port much in the vein of you complaining about MGS2 on any other system than PS2. (Can you say "double standards"? )
The DC isn't magic in any way. It's got a puny 100mpps bilinear pixel fillrate (you wanna do trilinear it halves immediately) which it managed to put to good use, but that's IT, dude. The XB, or indeed any current console, does 100mpps effective fillrate without even breaking a sweat. There's really NOTHING a DC could do that would make any of the current consoles struggle, with the possible exception of modifier volumes which is a funky powervr-only feature and might be difficult to emulate precisely on other systems. Few games seem to use them for anything though, and then only for simple stuff like shadows and that can be done with stencils.
I know the limitations of the pc set up. So its not really fair to compare a pc card and its whole system when I am just comparing a feature set of the card to a feature set of a similar thing.
Oh, so now you worry over ME making the V2 look bad by YOU comparing it to the PS2's GS? Christ, you can't have it both frickin ways man. Are you gonna say the GS is a glorified V2 or not?!
If you're just interested in comparing features, why are you indirectly implying the GS and the V2 are comparable when clearly they are NOT?
The voodoo 2 chip in a console would perform much better than it would in a pc.
It would be a small degree of less suckyness. It's not hard to put together a PC that maxes out a V2 despite the PC architecture's flaws and inefficiencies. You can only wring so much water out of a stone you know.
Doom 3 looks better than most if not all ps2 games out right now.
Debatable. "Better", if you happen to like metallic-like, bumpmappy graphics with hard (sometimes black) shadows and one or a few on-screen creatures. Few PS2 games are like that, gameplay-wise I mean.
You can't say with any degree of confidence that apple pie is better than blueberry pie. You can say IN YOUR OPINION it is, but that's it. Your opinion is not the truth however.
I can run it at clost to 60 fps on my old geforce 2 too which came out in april of 2000 the same year the ps2 launched.
Hardly at maximum detail settings though, right?
Which also features a larger feature set than the ps2. much much larger. That is what I'm comparing.
Featureset schmeatureset. You haven't seen any game like ZoE2 on a system with a GF2 in it have you.
Shuddap.
*G*