flat shaded...
I know what I mean when I say slow - as a programmer it was always more difficult to pull data into VDP1 memory, especially as the display lists had to live there as well. ( PS1 had an advantage that display lists lived in main memory.. )
Many things have been touted as being arcade perfect when all that is true is that they are more true to the arcade than other similar games...
But at the time the 4M cartridge gave the best capcom games...
Regarding VF2, OK - when I say flat shaded I actually mean not shaded at all ( Just put it on again just to make sure that my memory hadn't given up on me... )
Regarding latency - I'm sorry if I dont believe you, I'd rather believe the chip documentation.... - the latency in clock cycles was far higher, mainly because the R4300 was clocked 3 times faster than the PS1, however the real killer was the unified memory system, where frame buffer and Z buffer also hit main memory ( If you didn't use a Z buffer you could get much more out of the N64, as there were no longer the RMW issues... )
Yup it was 5 scroll planes at zero hit, but the memory was the biggest advantage, as running 5 scroll planes wouldn't take a huge hit on the PS1...( The Mode 7 style rotating playfields were excellent, but the 'true' transparency sucked in reality )
About Dracula X - maybe the reason it attempts to do everything on VDP1 was because they couldn't do the effects on VDP2 - Hey, if they replaced the 3D backgrounds with 2D and reduced the complexity of the sprites they could have done it on the SNES
Again, playing Quake on Saturn ( couldn't find quake 2 PS version.. ) it is pretty reasonable, but the characters suck big time...
Regarding the graphically way behind comment - I haven't played Shining force - but I do know the technical limitations, which were crippling in some ways - especially the gourard shading and lack of dithering, one area where the PS1 shot ahead... just compare Sega Rally to Ridge Racer 4 - or even Daytona CCE to the Ridge Racer full speed version found packed with RR4 ( which ran at 60Hz 320x480 - very nice )
I know what I mean when I say slow - as a programmer it was always more difficult to pull data into VDP1 memory, especially as the display lists had to live there as well. ( PS1 had an advantage that display lists lived in main memory.. )
Many things have been touted as being arcade perfect when all that is true is that they are more true to the arcade than other similar games...
But at the time the 4M cartridge gave the best capcom games...
Regarding VF2, OK - when I say flat shaded I actually mean not shaded at all ( Just put it on again just to make sure that my memory hadn't given up on me... )
Regarding latency - I'm sorry if I dont believe you, I'd rather believe the chip documentation.... - the latency in clock cycles was far higher, mainly because the R4300 was clocked 3 times faster than the PS1, however the real killer was the unified memory system, where frame buffer and Z buffer also hit main memory ( If you didn't use a Z buffer you could get much more out of the N64, as there were no longer the RMW issues... )
Yup it was 5 scroll planes at zero hit, but the memory was the biggest advantage, as running 5 scroll planes wouldn't take a huge hit on the PS1...( The Mode 7 style rotating playfields were excellent, but the 'true' transparency sucked in reality )
About Dracula X - maybe the reason it attempts to do everything on VDP1 was because they couldn't do the effects on VDP2 - Hey, if they replaced the 3D backgrounds with 2D and reduced the complexity of the sprites they could have done it on the SNES
Again, playing Quake on Saturn ( couldn't find quake 2 PS version.. ) it is pretty reasonable, but the characters suck big time...
Regarding the graphically way behind comment - I haven't played Shining force - but I do know the technical limitations, which were crippling in some ways - especially the gourard shading and lack of dithering, one area where the PS1 shot ahead... just compare Sega Rally to Ridge Racer 4 - or even Daytona CCE to the Ridge Racer full speed version found packed with RR4 ( which ran at 60Hz 320x480 - very nice )