

- Star wars bounty hunter gamecube easy way to mark full size#
- Star wars bounty hunter gamecube easy way to mark ps2#
Like San Andreas is likely within the Dreamcast polygon limits, but its not possible on Dreamcast because of disc space and the Dreamcast being able to stream the world fast enough.
Star wars bounty hunter gamecube easy way to mark ps2#
We're being realistic about the Dreamcast be able to run PS2 games that have suitable polycounts. Going back to Unreal T the Dreamcast version has flat lighting on stages, no reflections and dynamic light effects, poor filtering on textures (interesting texture son ps2 lose quality at distance but is more filtered) no water animation, no wider stages (this is serious gimped) despite frame rate free, there are drops to under 30fps, while ps2 Operates at stable 30fps All this in an early game, how would a DeusX run on Dreamcast? if even ps2 has problems with ram memory (which is 2x more than DC) If we use the unreleased Half Life we see that at some points it keeps better textures at a distance but ps2 operates at 24 bit textures while the dreamcast 16 bit at low res than ps2 textures, okay the game has not been officially released what we have is a beta, so it operates at 14fps during gunplay and has over 20 seconds of mid-phase loading, while ps2 does 4 seconds and operates, always above 30fps at gunplay.
Star wars bounty hunter gamecube easy way to mark full size#
The things are not that simple, in fact dreamcast can store textures in full size while ps2 needs to do partition 8 bits and then rebuild texture so in Unreal T (game ps2 based) although both versions have the same textures (128x128) the dreamcast version looks like better in this department because they don't lose quality at a distance. There are two errors in this logic i'll start with ps2 having worse textures than dreamcast, yes that is almost true., but only for DC games ported to ps2 or early simples ps2 games. Also its more about the texture compression is more elegant and easy to use, than the MBs of VRAM.

I'm mainly looking at games from early 6th-gen(which are mostly Dreamcast games anyway), and mid 6th-gen.ĭreamcast games almost always have better textures than PS2 games, and its due to a hardware advantage.

Late 6th-gen games would usually not be possible on Dreamcast, except stuff like Triggerheart Excelica. Personally I would never consider RE4 possible on Dreamcast, because of its time of release(early 2005). So right there we know the Dreamcast would handle those effects even worse than the PS2 would, and make the game too gimped.Īlso I've never heard the Dreamcast can't handle characters over 3k polygons.

Take for example RE4: PS2 version the game runs at about 23/34 polygons per scene at 30 frames which between 600 and 1kk polygons, uses 4 bit textures, what's the idea? that Dreamcast could do better and that is not true, for DC to be able to improve textures and make use of the same polygonal count first of all it should be able to run the game firstly, and this is not possible because Dreamcast has no power enough cpu and ram to make the scenarios and scope of the game, can't handle characters in action games over 3k polygons and others limitations.I've heard the reason that game has low performance on PS2 is because the game uses tons of post-processing effects that had to be done in software, where as with the GameCube version, the GameCube could do those effects with its GPU.
