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Interesting how Sonic Team downgraded the graphics for the PS3 version. It looks worse than the 360 version.
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File: SonikOSnix_5.webm (1.73 MB, 1920x720)
1.73 MB
1.73 MB WEBM
It's no different than Sonic Heroes on GC vs PS2 or Shadow on GC vs PS2. PlayStation was inferior GPU hardware in both cases, and all Sega did was ship it to a different spec profile, but because 06 is this "broken release" people treat it like a conspiracy. It was only delayed for localization outside of english. The game actually shipped with english language in japan on PS3 the same day it came out on 360, December 21 2006.
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File: ati graphics.webm (3.1 MB, 960x544)
3.1 MB
3.1 MB WEBM
If you didn't know, the PS3 uses a Nvidia GTX 7xxx which is last gen as hell in terms of graphics. 360 uses next gen radeon with unified shaders.

this is what radeon graphics looked like on pc/360.
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File: 1644863062322.jpg (34 KB, 720x405)
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34 KB JPG
>>736829934
>>736830062
Target platform for Sonic

Sonic Adventure (Adventure Engine)
>Dreamcast
Sonic Adventure 2 (built on the SA1 codebase)
>Dreamcast

Sonic Heroes (Renderware Engine)
>GameCube
Shadow (built on the Heroes codebase)
>GameCube

Sonic 06 (Fifth Phantom Saga Engine)
>Xbox 360
Unleashed (Hedgehog Engine)
>Xbox 360
Colors (started out as a version of Generations for the Wii)
>Wii
Generations (built on the Unleashed codebase)
>Xbox 360
Lost World (Hedgehog Engine)
>Wii U
Forces (Hedgehog Engine)
>PS4
Frontiers (Hedgehog Engine)
>PS5
Shadow Generations (Hedgehog Engine)
>PS5

Misc

>Sega Dreamcast had order independent transparency implemented in hardware
https://learn.microsoft.com/en-us/previous-versions/ms834190(v=msdn.10)?redirectedfrom=MSDN
>Dreamcast goes all out on transparency and lighting, supports 8-bit destination alpha blending with 24-bit sourcing 32-bit z-buffer, Saturn and Dreamcast diffuse+specular lightning based on palette indices, Dreamcast used tile layered deferred rendering which supported order independent transparency. dreamcast’s gpu could sort up to 256 layers according to transparency completely automatically when regular PC cards made you manually sort transparencies
>Sonic Heroes had to ditch SA2 more advanced in-house engine to be able to accommodate the PS2
>Sonic Heroes runs on RenderWare, the same engine used for GTA III, Vice City and San Andreas
>Sonic Unleashed and Sonic Generations are patched to run at 60fps on Xbox Series X|S consoles
>Sonic Unleashed PS3 ran at like 5 fps as soon as the dynamic lighting kicked in
>Sonic Unleashed features both baked lighting and global illumination
>Xbox 360 GPU is roughly equivalent to a ATI Radeon X1900 (256 MB / GDDR3 / 256 bit). PS4 GPU is roughly equivalent to a AMD Radeon HD 7850 (8 GB / GDDR5 / 256 bit). PS5 GPU is roughly equivalent to a AMD Radeon RX 6700 (10 GB / GDDR6 / 160 bit)
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And it has no achievements
>>
>>736830556
360 was more like a Radeon 2xxx. That's what started unified shaders and is the defining next gen thing. PS3 lack and Wii lack it entirely.
>>
>>736830810
Wasn't 360 the first AMD APU in a console?
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>>736829934
They're not good programmers, and probably had to downgrade the PS3 assets to make the game run at all.
>>
>>736831031
No, that's PS4/Bone. 360 used a discrete PowerPC CPU and Radeon GPU in early models, with it being merged into an SoC for the slim models.



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