"Yes, but how many polygons?" An artist blog entry with interesting numbers

Top NAOMI 2, bottom Pachinko. You can clearly see Naomi 2 is way more detailed, even with cloth texture, higher res, way better lighting...One thing is for sure, Pachinko VF4 does not run on Naomi 2.... And for the flatter lighting, way less detailed stages....Gotta Naomi 1 or directly a Dreamcast. Since i played Force Five always had a VF4 appeal to me, could it be Sammy used this Pachinko VF4 as tech base for creating Force Five/Jinji Storm?

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Yep, i truly think this could be Naomi, but everywhere I've looked, no one seems to know. It hasn't been dumped either, so that doesn't help. There's a company called rodeo that i think might have helped with it, but all i found was an announcement from them, but it doesn't say the hardware
... someone messaged me and said they'd try to track down the hardware and dump it. It totally would be worth it imo. Especially since for some reason pachinko is the only way to experience VFs actual story
 
Just makes you curious how much untapped potential was there.

DOA2 vanilla and @EsppiraK 's work are a special demonstration of the DC's abilities.

Even Sega's most attempts didn't demonstrate DC's polygon abilities, fluidity and lighting effects in such a manner. Most DC games were kind of rough. Even Soul Calibur was lackluster in geometry compared to DOA2.

It is a shame that we will never get to see what it would have been capable of, if devs had the luxury to show faith in it. Similar with the Sega Saturn.
What makes it more surprising is that doa2 is built on top on segas on tools naomilib . Fundamentally it uses same tech as crazy taxi 1/ 2 , fighting vipers 2, Sega sports jam , Virtua tennis 1 and 2 , 18 wheeler and so on. So it's not completely custom but yet they managed a hell a lot more than Sega did. Makes you wonder what changes they made under the hood or perhaps Sega themselves didn't understand the extent of their own tools.
 

Appaloosa is another studio that seemed to have a strong command of the DC HW. The school of fish is particularly impressive and what I assume to be a good demonstration of CPU based particle effects.
The animations of the mermaid are sophisticated and simply beautiful. Lots of transparencies, and effective use of environment mapping for caustics.
That's freakin amazing
 
You are not an artist, and I assume you must not be a programmer either since you don't seem to have ever contributed anything valuable to the DC mod or homebrew scene, as far as I can see.
Almost no-one on this forum (or any) has contributed notable to the subject it discusses. This place is a hobby, not a job.
The topic was started by an artist as a blog about polygon counts for various games, and it has now de facto turned into a 'Dreamcast thread about its general capabilities and how it would have measured up to its contemporaries'. It follows that my innocuous post about a newly published video comparison between a selection of DC and PS2 games was in fact not off-topic.
At which point it's clearly veered too far off topic so needs to be brought back on topic. A poster noting this helped remind everyone, including me, what the topic and purpose is.

I removed the content independently as a clean-up. No-one one snitched. ;)

And a reminder, this thread is about polygon counts! Discussion on retro consoles 20-years-later abilities needs its own thread if you really want to go there.
 
And a reminder, this thread is about polygon counts! Discussion on retro consoles 20-years-later abilities needs its own thread if you really want to go there.

We can move the DC capabilities discussion to this thread, which was opened as an spawn of this one years ago for that purpose:

https://forum.beyond3d.com/threads/...-handle-this-that-fighter-spawn.56017/page-12

I love DC more than any console, but it would be nice to see polycounts again on this very thread.
 
Did it specifically have bezier hardware, or just some vector processor that could theoretically be used for that? Legit question, I know very little on the matter.
Just vector units.

they were something like precursors of mesh shaders, so you could evaluate higher order surfaces and create tesselated polygon surfaces with them.

Quite sure SSX used them for it and perhaps handful of other games.
 
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