QUOTE(Kira Yamoto @ Aug 23 2006, 11:30 PM)
![*](http://images.xbox-scene.com/forums/style_images/1/post_snapback.gif)
#1. PS2 beat out Dreamcast, and rightfully so, as the games and it's graphics beat out Dreamcast by a long shot. I can prove through graphics screenshots AND technical specs. Dreamcast just is not able to produce the same kind of enviornments on PS2. Shadow of the Colossus would be 3dfx all over again. That's how bad SotC would look on DC if it ever RAN at all.
http://media.ps2.ign.com/media/736/736896/img_3169267.htmlhttp://media.dreamcast.ign.com/media/010/0...mg_1213338.html#2. That's what Xbox-ers said about PS2 and they lost. Lol, its always about games in the end, and PS brand has always won because they have titles that people have grown to love and enjoy over the years. There isn't anything to indicate that 360 has already won, that's just fanboyism at talk here.
though pointless i will try to shed some light on to you little lost one....
the only fanboyism talk around here is you sir. yet again you show how little you know about game development.
first you talk about us "wanna be PC know it alls" judging a system based soley on specs alone when you are doing the same but with far less the level of comprehention and understanding.
you also compare a
launch game on the DC to a game on the ps2 after developers have 6 years of learning and fine tuning with the ps2 hardware. its a sad fact that the DC was not around long enough reach even close to its full potential.
you are comparing two different standards for each system as well: all DC games ran at 480p with full scene AA which is a HUGE tax on the system while ps2 games run at 480i with no AA what-so-ever. <- believe it or not but that makes a big difference alone. while sony was cocky and deceiving when announcing the ps2's specs, sega was conservative and realistic when announcing the DC's specs. sony claimed the ps2 would render around 66 million poly's per second while sega announced that the DC would do 3 million poly's per second, both are way wrong. games like Test Drive Le Mans has been confirmed to push around 5 million polys on the DC and games like Soul Reaver 2 (which was cancelled on the DC near completion) looked just as good as the ps2 version. games like shenmue have been rumored (but never confirmed) to push well beyond the 5 million poly mark of the DC. it is also known that the true poly peak performance of the ps2 (in real world settings) is hovering around 10-12 million polys a second, again under settings less taxing then what the DC handled (lower resolution and no AA for example). for a better understand on the DC's true power just read this, and dont worry ill post a link that you will dismiss anyways.
QUOTE
The CPU was clearly an important part of the Dreamcast specification, and selection of the device was a lengthy and carefully considered process. Factors considered included performance, cost, power requirements, and delivery schedule. There wasn't an off-the-shelf processor that could meet all requirements, but Hitachi's SH-4 processor, which was still in development, could adapt to deliver the 3D geometry calculation performance necessary. The final form has an internal floating-point unit of 1.4 Gflops, which can calculate the geometry and lighting of more than 10 million polygons per second. Among the features of the SH-4 CPU is the store queue mechanism that helps send polygon data to the rendering engine at close to maximum bus bandwidth.1 The final device is implemented using a 0.25-micron, five-layer-metal process.
The system ASIC combines a PowerVR rendering core with a system bus controller, implemented using a 0.25-micron, five-layer-metal process. Imagination Technologies (formerly VideoLogic) provided the core logical design and Sega supplied the system bus. NEC provided the ASIC design technologies and chip layout, including qualification for 100-MHz operation. Fill rates are a maximum of 3.2 Gpixels per second for scenes comprising purely opaque polygons, falling to 100 million pixels per second when transparent polygons are used at the maximum hardware sort depth of 60. Overall rendering engine throughput is 7 million polygons per second, but in Dreamcast, geometry data storage becomes the limiting factor before pixel engine throughput.
http://www.segatech.com/technical/polygons/index.htmland also the age old question when comparing the two systems: if the DC was underpowered, then did every DC game look worse on the ps2??...
DC:(IMG:
http://dcmedia.ign.com/media/previews/image/crazy/bg61.jpg)
ps2:(IMG:
http://ps2media.ign.com/media/previews/image/crazy/crazy_3.jpg)
DC:(IMG:
http://dcmedia.ign.com/media/previews/image/doa2j/d21.jpg)
ps2:(IMG:
http://ps2media.ign.com/media/previews/image/doa2hardcore/doa2hardcore_2.jpg)
DC:(IMG:
http://dcmedia.ign.com/media/previews/image/grandia2/final/bg38.jpg)
ps2:(IMG:
http://ps2media.ign.com/media/previews/image/grandia2/grandia_12.jpg)
all pics were from the same site and i tried to get similar shots of both versions for better comparison.
yes the ps2 was a
little bit more powerful but then again the DC was able to pull off effects (AA, bump mapping, etc.) that the ps2 could not do.
so please, do research, learn about what you speak of before you rant on while claiming other pull their points out of their ass.
This post has been edited by KAGE360: Aug 24 2006, 10:34 AM