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/vr/ - Retro Games


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File: 20 KB, 500x500, Sega-Dreamcast-System.jpg [View same] [iqdb] [saucenao] [google]
7039063 No.7039063 [Reply] [Original]

I just can't imagine the DC being able to pull off Devil May Cry, Final Fantasy X, Metal Gear Solid 2, Silent Hill 2, really anything past the Fall 2001 lineup. Gran Turismo 3 is a hard maybe though.

>> No.7039071

>>7039063
>I just can't imagine the DC being able to pull off Devil May Cry
You are now aware Ninja Gaiden was in development for the Dreamcast.

>> No.7039085
File: 26 KB, 265x375, Dark_Cloud_PS2_Game_cover.jpg [View same] [iqdb] [saucenao] [google]
7039085

DC could probably do pic related if Skies of Arcadia is any indication.

>> No.7039090
File: 63 KB, 1140x700, kombucha-girl.jpg [View same] [iqdb] [saucenao] [google]
7039090

>>7039071
Did not know.
TIL!

>> No.7039097

I think the biggest issue would be the Dreamcast only having half the main RAM of the PS2. The models could have been scaled back and multiple GDROMs used.

>> No.7039115

GTA 3, maybe even Vice City.

>> No.7039262

>>7039115
>PS2 exclusive

>> No.7039350

Didnt the PS2 have less texture memory?

>> No.7039420

>>7039063
Most Playstation games that were ported to Dreamcast were PS1 games, so I'm pretty sure this thing wouldn't be able to handle any PS2 games. Not that this is a matter of console war faggotry. It's just an observation.

>> No.7039471

>>7039063
And yet you can imagine being old enough to post on an 18+ board at the wee age of 12?

>> No.7039489

I could see the first Yakuza bein able to run on the Dreamcast.

>> No.7039504

I'm not a console hardware expert, but PS2 and DC games had distinct graphical differences so I figure they had different hardware support for graphical effects, so if you're expecting the CPU to emulate various PS2 graphical effects in software to get equivalent images you're already putting the DC at a major disadvantage...

>> No.7039518
File: 104 KB, 640x816, DDE6D9A7-E263-4552-8D5C-E954F22B0435.jpg [View same] [iqdb] [saucenao] [google]
7039518

>>7039115
>>7039262
3 might as well have been, and it still took a year for vice city to be ported to Xbox.

>> No.7039634

>>7039489
Agreed, also it would have been very cool.

>> No.7039662

>>7039097
It had twice the VRAM though, which is why you saw games like Shenmue that had environments packed to the ass with gorgeous textures.

I'll never understand how Polyphony Digital was able to get 1080i/60 gameplay in Gran Turismo 4 on a console with only 4mb of VRAM.

>> No.7040016

>>7039063
>Devil May Cry
The Dreamcast actually managed to pull off Sword of Berserk: Guts Rage. It's pretty much a DMC with the Berserk cast

>> No.7040021

>>7039063
Not an exclusive, but Max Payne could have been released to the DC. It would likely suck on the controller, but that's what the keyboard and mouse addons are for. Other than that, some anons say that GTA 3 could have been ported, which I don't think it would really work out. Maybe Silent Hill 2 could work out? But then I wouldn't know. And at last, some PS2 JRPGs could have been released to the DC in multiple discs, like Persona 3 or even Nocturne.

>> No.7040053

>>7040021
Max Payne console port sucks in general. I didn't remember it being bad, but I guess the analog stick thing was still pretty nascent, so the target reticle keeps auto-centering which gets in the way a ton. I don't believe there is a way to turn that off, either.

>> No.7040063

>>7040053
>Max Payne console port sucks in general
Good point. That being said, the Dreamcast would at least have the advantage of the keyboard addon

>> No.7040064

>>7040053
>Max Payne console port sucks in general.

t. never played it

Xbox version is great

>> No.7040071

>>7039063
Didn't Shenmue 2 pulled an Xbox?

>> No.7040072

>>7040064
No, up until this year I had only ever played the PS2 version, which was what I was familiar with. Is there a way to turn off the auto-centering thing? Because if there is, it's perfect. But I checked back into console Max Payne this year and it was a chore.

>> No.7040074

>>7039063
Depends entirely whether or not the game required to be on DVD or could span multiple CD's. The Dreamcast in a lot of ways was more capable than the PS2. Look at Guilty Gear X. What a mess that game was on PS2.

>> No.7040184

>>7039071
Some design decisions still remained even after development shifted to Xbox. 04 doesn't have a controllable camera and uses the RT to center the camera in the direction you're looking at despite the xbox controller having a RS. I wonder how different Ninja Gaiden would've been had it released on the dreamcast.

>> No.7040187

>>7040074
The GC’s mini DVDs had pretty much the same storage limitations of a GDrom

>> No.7040209

GTA 3 would work on the cast. I’d also say max Payne, silent hill shattered memories/origins.

>> No.7041237

>>7040074
>NAOMI game
>2D
Really doesn't prove anything
>>7040016
Guts' Rage isn't a great example either. The characters are fairly low poly, they move very stiff and robotic, and they have really weird faces, Guts especially. And from the looks of this video it only runs at 30 fps too: https://www.youtube.com/watch?v=F_SWne_SQ88

>> No.7041243

>>7039662
>Shenmue that had environments packed to the ass with gorgeous textures.
Did we play the same game? Those pixellated smears on most of the walls in the game gave me headaches.

>> No.7041459

>>7040187
How come?

>> No.7041489

Had it been successful games would've been downported so pretty much the whole gen would've survivedand like the Genesis with the SNES it would've shown its age when the SNES was still wowing.
We would've also gotten another Sega console in 2003 or so while the gamecube /ps2 were still going strong and so on, sega always entered next gen early.

>> No.7041494

>>7039662
On paper, sure, but the PS2 could partition off main RAM to be used for video. That 4MB was also embedded into the GS ASIC so it was pretty fast.

>> No.7041524

>>7039662
>I'll never understand how Polyphony Digital was able to get 1080i/60 gameplay in Gran Turismo 4 on a console with only 4mb of VRAM.

This is also on the only motorcycle game they made. The truth is that the textures on that mode look like shit. They did some kind of trick to make it happen.

>> No.7041531

>>7041237
>i've never actually played a game i only watch youtubes
zoom

>>7041459
>How come?
Play with your weenis

>> No.7041830
File: 297 KB, 1000x1413, Motorstorm-Arctic-Edge_PS2_US_FINAL.jpg [View same] [iqdb] [saucenao] [google]
7041830

>>7039063
Any PS2 game that also got a PSP version. I would say the PSP's hardware is actually pretty close to Dreamcast as long as the CPU isn't fully-clocked.

Pic-related might be a good example, it was a very late PS2 release ported from PSP and I feel like the Dreamcast might have been able to handle it okay.

>> No.7041836
File: 315 KB, 1280x2188, star-wars-battlefront-2-psp.jpg [View same] [iqdb] [saucenao] [google]
7041836

>>7041830
And if you want a more practical or plausible example, pic-related literally looks and plays like a Dreamcast port with a widescreen aspect ratio. I imagine they'd be very close graphically if they still supported the Dreamcast in 2005 for some reason.

>> No.7041879

And I guess if we're only counting exclusives I'd say Persona 4 or another late-gen Shin Megami Tensei game, they weren't especially taxing on PS2 hardware. Hell Persona 3 was even ported to PSP although it had significant presentation compromises (which may have come from a conscious design choice rather than hardware limitations necessarily).

>> No.7042424

>>7041830
>>7041836
>>7041879
I had never considered PSP ports on DC, but it’s kind of a perfect fit. They both even share the same control inputs.
If we ever see PSP source leaks it’s be neat to see, I just can’t think of a PSP title that would be worth that kind of effort.

>> No.7042443

>>7042424
GTA Vice City Stories

>> No.7043026

>>7042424
MGS Peace Walker maybe, but I'm pretty sure that ran with max CPU clock so it may not be feasible.

>> No.7043030

P E A N U S
W
E
A
N
U
S

>> No.7044004

>>7041531
>I'm real new to this 4chan thing, let me do a low effort troll to try and fit in!

>> No.7044028

>>7041494
>but the PS2 could partition off main RAM to be used for video
yeah that totally doesn't sound like bs at all.

>> No.7044157

>>7039063
>FFX
It’s not that graphically different from PSO. The characters look like they probably have roughly the same amount of polygons.

>> No.7045509

>>7039063
Dreamcast probably could've handled running the original four .hack games.

>> No.7045536

>>7042424

Yeah, but PSP is worse than PS2 in everything(texture, polys, fillrate,res,flops, particles), DC had worse CPU and no math coprocessor to offload its calculations(like PS2's VUs), but its GPU had more features(albeit slower) and more VRAM.

I think DC would have handled games much better than PSP.The average PS2 game that is(COD, NFS,Fifa, etc).Games centered around PS2's strengths(postprocessing, particles) like Zone of Enders,Burnout, Valkyrie Profile 2 probably would need to gimped.

>> No.7046078
File: 175 KB, 650x1123, PSC_PSP_Box_Front1.jpg [View same] [iqdb] [saucenao] [google]
7046078

>>7041830
>>7041836
>>7042424
The fact that the PSP port of Power Stone 1 & 2 are identical to their original Dreamcast versions (specially in performance) might also tell how similar both hardwares are.

>> No.7047178

>>7044157
Eh, not really. Like, at all.
https://www.youtube.com/watch?v=OfHm04yf3ig
https://www.youtube.com/watch?v=FyUT12-Jkho

>> No.7047213

>>7039662
>I'll never understand how Polyphony Digital was able to get 1080i/60 gameplay in Gran Turismo 4 on a console with only 4mb of VRAM.

In Gran Turismo 4 1080i mode, the framebuffer was 576x480 that got stretched out to 1080i by the analog video encoder. Assuming 24bit color that's just ~1.7mbyte for the framebuffer. Textures were stored mostly in system memory and copied over in batches as the scenes got drawn (yes, it was as extremely complex as it sounds, but the PS2 had the memory bandwidth for it).

Since it was using such a low framebuffer, technically the Dreamcast also could've output something like that, but I'm not sure if it's possible to manipulate the video encoder for that. Also it would be limited to VGA only.

>> No.7047327

>>7039063
The Dreamcast was technically gonna have a Half Life console port but it was cancelled, making HL technically a ps2 exclusive

>> No.7047329

A better question is how much stronger is the Xbox compared to the dreamcast, since that was the strongest console of that generation.

>> No.7047423

>>7047327
The HL port had tons of extra loading times

>> No.7047427

>>7047329
Not really a good question. DC probably couldn't handle much more than the Windows 98 version of CE

>> No.7047552

This kinda depends on what you define as an exclusive but I think Okami could have been pulled off on Dreamcast. Like I said though it really depends on what you define as exclusive. Technically one could make the argument that within the vacuum of the 6th generation of video games Okami is a PS2 exclusive and that for just shy of 2 years from April 20th of 2006 to April 14th 2008 it was truly a PS2 exclusive, but as we all know Okami's been ported to fucking everything at this point, naturally meaning it's no longer exclusive. That's just my two cents though.

>> No.7047595

>>7044004
Mission accomplished. You fit right in. With the 6gen babies.

>> No.7048194

>>7047327
Some stats from HL:

Half-Life, PC, 1998
Zombie - 844 polygons
High Definition pack Zombie- 1700 polygons

Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons

Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD)

>> No.7048220

>>7048194
Most PSP,DC and surprisingly 3DS games use 900-1.5k for gameplay models.Sonic was 1.6k on first adventure.

PS2 games usually are 2.5k(FFX Tidus gameplay,Dark Cloud, DQ8).6-7k for cutscenes.Persona3 MC is 1.5k, SMT MC uses LOD since the camera is not fixed(3.5k for exploration, 2.k during battle).DDS is the same2.5-3.5k.

GC/Xbox aren't really that much different from PS2(Master Chief is 2k, Fox is 3.5k on SFAdventures and 1.8k on Assault).WW link is 2.6k, TP link is 3.5k on normal costume, 4k on Zora Armor.Capcom games on GC use 10k for Leon(PS2 version is 5k).REmake was 12k if I racall correctly.Outbreak use 8.5k for LOD0.

Mario is 1.5k on Sunshine, 5k on Galaxy.Jak is 4k on the first game, Daxter is 1.2k.Second games uses separeted models for cutscene.Ratchet is 7k( alot of polys go in his hands for whatever reason).Conker from n64 uses 1.2k for the highest LOD, but at mid distance the LOD decreases significantly(I don't know, but I think it's the same as Banjo Tooie 700 polys).

Most of these numbers I got from

https://www.models-resource.com/

Others from that channel

https://www.youtube.com/playlist?list=PLDBXdd2IJRvUs7_jpFp2Z4RrC3h2gBLXS

>> No.7048229

>>7048220
>>Sonic was 1.6k on first adventure.

Actually it was 1k, 1.6k was DX's version