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File: 6.png (3.74 MB, 2560x1440)
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FACT #1:
Scud Race was the single most graphically impressive game of 1996

FACT #2:
Scud Race > Daytona 2
>>
>>12389291
It's really amazing how far ahead of the game Sega was in terms of arcade 3D graphics, then totally dropped the ball on the Saturn. As if home users didn't deserve 3D or something.
>>
>>12389543
But Saturn got excellent arcade ports like VF2
>>
>>12389543
It was explained that only AM#2 had experience with 3D during the years they designed the Saturn, and most of the internal dev teams asked it to be 2D because fuck adapting. They only slapped a second processor to make it more suitable for 3D when the Playstation was revealed and they realized they were in deep shit
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>custom built arcade cabinet with highly-specific hardware needed for just one game
>profit model is however many people see the cabinet over a long period of time and put money in it just to play it for a few minutes
versus
>console with non-specific hardware because it'll have a hundred developers all using their own tools to produce a game that has to be able to be ported successfully to said console
>profit model is how many people will still want to invest in perhaps the only console they'll buy (at least for next 4-5 years) by year 3 of release which is when the input costs are much lower and the company finally makes money off it
did I successfully summarise Sega's failure to adapt its arcade success to the console market?
>>
>>12389291
It's shit which is why it's never been seen again
>>
>>12390379
Filtered
>>
Can this be played with a controller competently?
>>
>>12389543
They outsourced all their arcade 3D hardware to what would eventually become Lockheed Martin. They were using big boy shit that had dedicated geometry processors and ridiculously fast perspective correct texture mapping. The Saturn was whatever they could design internally on a shoestring budget. They could've done better, but compared to what else was out there at the time they could have done a LOT worse.
Seriously, you should have seen the absolute garbage that passed for "3D acceleration" on PC before the 3dfx. Compared to that shit the Saturn was on another level. Yes, the PS1 was a much MUCH better design with the same price constraints, but that's how life is. Some people are just better than you at your own job.
>>
>game can't be remastered like Daytona because it actually has licensed cars

Sadface
>>
>>12389291
>says game was best looking of 1996, yet still has to upscale the screenshot

What in the fuck did he fucking mean by this
>>
>>12391309
Those road textures are sus, is that an emulator glitch?

>>12391278
PowerVR wasn't bad at all. It was just bottlenecked by the CPUs of the time.
>>
>>12391283
Not that big of a problem, Sega got Daytona 2 onto some recent Yakuza games by renaming it and very slightly changing the car models iirc
>>
>>12389291
the music sucks
>>
>>12391217
I'm not "good at games" but I did notice it was rather difficult to control when I tried a model 3 emulator.
>>
>>12391278
They didn't outsource shit, they licensed their tech and Yu Suzuki then reduced it to a $50 texturizer chip they could slap on the Model 1 (which was in-house). It's why Model 1 and 2 had serious limitations like needing checkerboard rendering to do transparency.

Saturn was just a System 32 (same as how Genesis was a System 16) with a hack for it to display freely distorted sprites, making it fast enough to mimic polygons. But it still processed everything by going through every pixel of a texture and then drawing it, instead of drawing every pixel of a polygon and then putting a texture on it (the difference being that for the former, every polygon takes as many memory reads as the texture which is wasteful, for the latter you need only as many texture reads as you will display).



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