chap:
If it can do Halo 2 then obivously the hardware will be around Xbox level.
I thought we were mainly focusing on the look of Halo 2 - the lighting, shadowing, and polybump normal mapping for lighting on the models. As with any game, Halo 2 is more than just an application of new buzzwords; there are geometry levels, texturing, and lots of dynamic behavior to be tracked, along with consideration for the specific approaches the engine takes. As PC-Engine was saying, there's no reason Naomi 2 couldn't implement the same look and run a game with minor changes here and there as well as modifications that specifically capitalized on the advantages of Naomi 2 hardware instead.
and that was in 2000. Fast forward to 2001, Xbox launch, N3 might rape the Xbox! I might see the new king of graphiX!
The closer you bring parity to the Xbox's Nov 2001 launch and $299 pricepoint, I think you'd see a solution from the Naomi technology partners convincingly surpass Xbox performance. A PowerVR solution always seemed ahead of the curve in that regard, and the rumored specs of a Series 4-class core (with perhaps a newer ELAN-like co-processor) in an optimized console environment would probably be very compelling.
Sorry but i am no programmer, so i mean, it is Sega hardware afterall. Can i not expect them to implement bumpmapping, you know kickstart the features, in their games, or even later ones like say SA2?
I'm not sure how evolved dedicated Dreamcast development even got. SEGA started seriously investigating the possibilty of going third party and to other platforms for business reasons not much more than a year after Dreamcast was first introduced. Some second-gen Dreamcast software even had multiplatform versions concurrently developed like PS2 Rez, NFL 2K2, NBA 2K2, etc. The lack of polish on some of the later games, like abnormally longer loading times in Shenmue II and Crazy Taxi 2 compared with the originals, shows that they weren't even heavily optimized.
What would we think of Saturn had development stopped at VF Remix, or of PS2 if development had stopped at Zone of the Enders or MGS2, or of SNES if we had never seen Donkey Kong Country? SEGA designers weren't used to working with bump mapping way back when, and it makes sense that I've heard their libraries didn't facilitate it as well they could've. Features like that, along with something like PS2 and progressive support, are things that you'll notice only come about with time and evolution of software and programming libraries. Pulling out every trick in the book takes dedicated development and time. Dreamcast was short on that, and, in Naomi 2's case, it only has one company developing for it and only a handful of games.