Almasy:
I don´t know where you get that DOA2 has better looking textures than TTT.
The rocks and vines on Tengu's stage. The whole castle. The opera house. The stain-glass window. The waterfall stage. All high-res, no mip banding, no bad shimmering, all looking very solid and defined. The environments are in a class by themselves. TTT's aren't bad by an means, though.
I also would love to see that spec sheet, seeing that DC wasn´t capable of more than 3 mpps (that is coming from Sega´s own mouth),
That didn't come from SEGA's own mouth. What SEGA said of Dreamcast when they first announced it was "can push more than 3 million polygons per second." They weren't releasing a performance spec sheet, they were simply conveying a
realistic figure that people could expect
in-game. I know that's almost inconceivable in this day and age of hyping theoretical numbers and all, but you'll notice Nintendo also conveyed a realistic figure for GameCube instead of the theoretical numbers when they claimed GameCube at 6-12 mpps.
Anyway, before the DC ever even launched in Japan, president Irimajiri (sp?) of SEGA said that Suzuki's team was already exceeding 3.5 million polygons per second in their initial projects. Another dev that gave an indication of performance numbers was Melbourne House. They revealed their Test Drive Le Mans for the Dreamcast was pushing around 5 million polys per second when they discussed it at the DC Technical Pages message board. The developer also said they were considering use of a field-rendering technique for any future Dreamcast projects to allow them more free memory for storing polygon display lists. They said this would allow them to push even more geometry per second, above the approx 5 mpps they were already getting.
Anyway, if you want to see documentation about performance specifics for DC from some SEGA engineers, look at the following provided link. There's a pretty fascinating analysis covered over two pages, and here's the reference for a more theoretical limit on total system performance:
http://www.computer.org/micro/articles/dreamcast_2.htm
"Recent tests by Sega, using the company's graphics libraries proved that Dreamcast uses 100% of the CPU and rendering engine's ability and delivers 6 million textured and lit polygons per second."
I also did not have a problem with TTT´s 2 or 3 second loadings before fights.
That's nice. DoA2 was perfectly seamless though. Perfectly seamless wins every time.
DOA2 "suffered" from the same flaw, although it is evident which developer knew how to hide them in a better way.
There is no flaw. DoA2 didn't pause for a loading screen. You were simply taken from one gorgeous stage to the next, with a new challenger. The fact that seamless games like Jak and Daxter and DoA2 can retrieve new information (of course they load, it's not like they're pulling info out of thin air) without pausing everything for a loading break is what makes the accomplishment impressive.
I do not see the problem with the interlaced output, you make it out to be a huge advantage over PS2.
Progressive output - twice the pixel output every update. Two fold. Makes a difference to the home theatre enthusiasts of the world.
Details remain the same in whichever output, and as someone else pointed out, DC´s graphical flaws are only maximized when displaying it in VGA form.
Not totally. The analogy is like me punching you in the stomach if you were complaining about your headache. Sure, you'll stop worrying about your head pain as you crumple over clutching your stomach in agony, but it's just using one flaw to cover up another flaw. The games have a lot of graphics defects and artifacts, but TV's blurriness and slower fade just apply another defect on top making you notice the first problem less.
It is undeniable how substancially better a game can look when applying reflections, a substancially higher polygon count, lightning and so on and so forth.
And TTT, an early game reprogrammed specifically for the PS2, has these over DoA2, an early game programmed sepcifically for the DC? Reflections, substantially higher polygon count, lighting, etc.?
DoA2 actually has the best reflections... remember the opera stage where the glossy floor is reflecting the ceiling? Both games are pushing similar geometry counts. The lighting was quite nice in DoA2, and TTT was roughly similar too. Anything else I'm not aware of to offset the load time issue, the progressive issue, etc?