Straight facts. Also i do get some of points of Geometric-Crusher and PaintTinJr but dudes, you can write off all that you want, but Esppiral being just one person with no budget it´s taking one of the most demanding and advanced games on DC and further than anythingwe have seen befotre and still 60fps.
I respect the remaster that Esppiral is doing but I need to point out that he is just stressing the engine created by Tecmo, believe me Tecmo delivered the best product they could, yes I personally prefer the official versions from Tecmo But again I respect anyone who prefers the mod.
So just go and wonder what AM2 or another studios would had done if the console stood commercially alive and selling well at least another FY. DC just had tecnhically one generation of AAA games, most of them started since 99 or with technology created on that year or before.
studios can do a lot, however the power of a console is finite. There are a number of textures you can use, there are a number of polygons you can use, you know? Thanks to the Dreamcast community, today we have access to incredible data, for example we know that the Blue Stinger model has 3,000 polygons (in-game) and 18 wheeler can reach 5,000 polygons
F
Fafalada
explained about rigid body (the truck) when talked about CT2 limitations.
The Blue Stinger (contrary to popular belief that games evolve, improve) all the main characters (in-game model) on Dreamcast of the games that matter ( like MDK2) has fewer polygons than it (a launch game ! ). In general, the main characters on the Dreamcast have 900 to 2,000 polygons in-game and accumulate more than 3,000 in-engine (6,627 on Kou the green guy in Death Crimson ox, even 9.104 polys Shenhua Shenmue intro) .
I interpret that the Dreamcast had 3 generations of games but was maxout since day one with VF3TB. SC looks best ? but it's simpler ( imo vf3 looks way better on vga too).
The first gen from 98 to 99 is defined by poor use of polygons, Seventh Cross/MK Gold are the symbol.
The second gen 2000/2001 is defined by the maturity in the use of the Dreamcast Dead or Alive 2 is the symbol.
The third generation of games begins with Skies of Arcadia/HeadHunter and through the arcade Naomi and Atomiswave with games such as Mazan Flash of the Blade and Under Deafeat, this phase is marked by the abandonment of maximizing the hardware, preferring only that the game looks beautiful on the screen.
Obviously an project AAA which would had started from zero in late 2000 or even 2001 would had take the console beyond to what we have just seen...I insist, just look the Atomiswave games like Demolish Fists, Faster Than Speed and Force Five...Yes, all DC elite games still stomps them, but they make interesting things which help them to look better than the equivalent budget games of actual DC lifespan, incluiding all 32/64 bits ports.
Again, the console is a finite entity, you can claim 'art' over 'technique' but this was done while the DC was active, in HeadHunter a very good game, technically simple but which seems more advanced than it really is. Mazan Flash of the Blade too.
I agree that the Atomiswave games were doing things that the usual Dreamcast games didn't do Ranger Mission has a 3D forest have you seen another DC game with a forest? The nice effects in Force Five but usual problems remain like the black glass in racing games, the lack of shadow in Demolish Fist (simple game) there is no way to change that, DC has sensitive weak points that limit its range of action That's why a game like X-squad is impossible.
Let's imagine that GTA 3 is possible on the Dreamcast, Can you imagine (seriously) all vehicles with black windows? you know In Crazy Taxi, the only transparent glass is that of the player's taxi.