Discussion in 'Sega Dreamcast Development and Research' started by Dreamcast, Feb 8, 2014.
It's waiting for Vimeo to process it
Looks interesting. Hopefully you will make a video of the finished version. I think it could have warranted a full game. Maybe a streaming/open world behind the player view type of Armada like exploring shooting game. Considering it's not even using full range of the DC capabilities it looks real nice.
I'll release a patch .Good luck
On the subject of early Dreamcast tech demos, some of you may remember that the UK Official Sega Saturn Magazine described being shown an internal video tape of various pieces from while the Katana preliminary title was still in use, which included two different "slices" of SCUD Race... Well, it seems as if someone made a direct feed copy of that very same tape:
While watching that found the Naomi 2 tech demos linked to it . They look Impressive , though you can probably reach similar results on the DC just cut down a bit.
I'll never understand how Yu Suzuki concluded through months of extensive technical research that recreating the essence of Virtua Fighter 3 was within the Saturn's capabilities, yet he didn't feel the same was possible for VF4 on the Dreamcast, which is supposedly why a conversion was only ever announced for the PlayStation 2. Sure, AM2 would have needed to lower polygon counts and reduce the overall number of individual light sources on Dreamcast when compared with the NAOMI 2 original, but I suspect there's more to this story... Perhaps the real reason why PS2 owners received VF4 exclusively is because Sega knew the Dreamcast was on the way out, and that it made the most financial sense for their flagship fighter to go where it had the greatest chance of success? Either way, I'd be interested to see whether a commercial NAOMI 2 game could reach the performance levels seen in that video once you factor in such elements as AI that can be interacted with or collision detection, since there's nothing shown you couldn't do by scripting certain objects and effects to appear at a given point in time. For this alone, I'm normally reluctant to pay too much attention to the kind of tech demo that's all about throwing around hundreds of objects, preferring the more realistic depictions of something like the Katana SCUD Race footage, since I can imagine that very much being within the Dreamcast's limitations. (Of course, something would need to have been done regarding that painfully obvious pop-in, and the frame rate may have taken a hit once cars were implemented - maybe that's why this project was never taken further?)
So whatever happened to the future city updated/patch thing?
Virtua fighter 4 was heavily downgraded for the ps2 though. Characters are half the poly county, textures are horrid and the resolution is something around 512x224.
Characters went from 14k+ polys to half that around 7k polys,
Face has lost lot of detail, and the ears are just mostly a flat plane on ps2 instead of full modeled, also it is not visible in this shot but characters don't have eye balls is a static mesh reducid in polycount too.
For reference Dead or Alive 2 characters for the Dreamcast are around 7k- 9k polys each, but they waste too many polygons on things like the eyes (almost 2k wft) and little details like modeling the nails lol. and of course the bobs
Helena DOA 2 Dreamcast
Jan lee Doa 2 Dreamcast
To put it into perspective the tekken series on ps2 put characters polycounts from 4k to 6k..
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