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how well did gc compare to ps2 graphically?

But that's the thing, man! That shit makes a difference. So do textures, which weren't particularly great on either system. Who will win this meaningless pissing match?

ONLY TIME WILL TELL.

Textures were a lot better on DC, since it had 8 mb of vram, plus I remeber it supported a 8:1 texture compression. The Ps2 had only 4 mb of vram and no texture compression, plus a very basic graphic chip in comparison with the PowerVr2 of the DC. The PowerVr2 also supported tile rendering, making it really ahead of its time.

Programmers eventually learned how to get around the Ps2 limitations to provide decent looking textures, but I think that if the DC lasted more, we could have seen an equal improvement.

Anybody who thinks the DC is anywhere near the PS2 is crazy. I mean, I loved my DC, but come the fuck on.

It's a question of specs, if you compare the graphic chip of the Ps2 you can see that it is much more basic than the PowerVr2 chip of the Dreamcast. Which is why when Dead or Alive 2 was ported on Ps2, they had to use lower resolution textures.
 
Time did tell, and the PS2 inarguably dominated. The DC was a cool console, don't get me wrong, but the PS2 cleaned-house for a reason. The Silent Hills, God of War, Gran Turismo 3 & 4... the PlayStation 2 gave us some gorgeous games.

I'd imagine it had more to do with the games themselves than graphics.... not that graphics were irrelevant of course. But yeah, as good of an arcade game system as the Dreamcast was (much like the Saturn before it), there just weren't enough "substantial" games that could last someone for more than a rental period.
 
The real question is why DC vs PS2 comes up in every console-vs thread.

No joke, there are still people who refuse to buy a Sony console because they're pissed about Sony "killing" Sega.


Also, I apologize for the double post. I'm going to commit seppuku :(
 
I don't know in what world those games look "way beyond" the Dreamcast.

The real world.

Those three games pushed a ton of geometry @ 60 fps, something the Dreamcast could never do. Hell even junk like The Bouncer was outputting high polycounts, tons of post-processing and great lighting @ 60 fps; that shit looked close to FF8's CG cutscenes.
 
The Gamecube had some good specs, but the PS2 had all the developers.

And when you have the developers, they'll make the best looking game your system can handle.
 
The real question is why DC vs PS2 comes up in every console-vs thread.
Because the DC was a very, very good console and it's a shame it and its developers never got to mature for a full generation to see what it ultimately could do. I don't think anybody would say the Dreamcast could match top-end PS2 visually, but at the same time there are certain titles like Shenmue and Le Mans that show it could definitely hang out in the same crowd.
 
Because the DC was a very, very good console and it's a shame it and its developers never got to mature for a full generation to see what it ultimately could do. I don't think anybody would say the Dreamcast could match top-end PS2 visually, but at the same time there are certain titles like Shenmue and Le Mans that show it could definitely hang out in the same crowd.
And the jump from SA1 to SA2, graphical improvements all-round at double the frame rate.
 
So we all agree that the Xbox was slightly more powerful than the Gamecube and that by most metrics the Gamecube was a notable step above the PS2, right? Good.

Now let's get down to this PS2 and Dreamcast business. The Dreamcast has the IQ advantage. Most Dreamcast games can be played in 480p, and there was that edge detect AA all over the place. But outside of that? I remember a lot of talk about the Dreamcast having the VRAM advantage for textures, and I do believe this on some level, but it seems like over time developers found better ways to make use of PS2's shared memory? I'd like more info on this.

But then you have PS2's clear advantages: ludicrous polycounts and framebuffer abilities. Tons of DC games look poly-starved in comparison, right from the PS2's launch, and I have a hard time believing that the Dreamcast could have delivered a more convincing version of, say, Virtua Fighter 4.
 
Could PS2 even do bump mappings? I know DC had no jaggy issues which means games with harsh jaggy GTA:SA would of looked better on it if it had a DVD drive of course
 
There were effects available on Xbox and GC hardware that PS2 couldn't replicate. You could spot a PS2 port on Xbox a mile away because of relatively simple texturing, no pixel shaders.
 
The real world.

Those three games pushed a ton of geometry @ 60 fps, something the Dreamcast could never do. Hell even junk like The Bouncer was outputting high polycounts, tons of post-processing and great lighting @ 60 fps; that shit looked close to FF8's CG cutscenes.

You should remeber that many early Ps2 games like The Bouncer were not even rendered in full 640 x 480 res, but run in a sort of 640x280 mode with bad flickering. Not even close to the clean look of FF8's CG cutscenes.
 
Could PS2 even do bump mappings? I know DC had no jaggy issues which means games with harsh jaggy GTA:SA would of looked better on it if it had a DVD drive of course

no it couldn't. I remember bump mapping was a huge deal during those days lol. Then Naughty Dog came out and said they could do bump mapping in the Jak games.
 
Jak 2 and Jak 3 alone destroy any DC title...those games were really advanced. I was a PC gamer during those days and I was extremely impressed by Jak 2 and Jak 3.
 
The thing that hurt PS2 the most (this was my favorite system before DS showed up and took its place) was the hardware was literally the cheapest build quality in the world.

I don't miss getting disc read errors.

Also the textures on models were better on xbox and gamecube
 
GOW2 opening destroys that. GOW2 looks above and beyond anything released on DC and I would say beyond anything released on the XBOX. Obviously XBOX and Gamecube were more powerful technically.
gow 2 came out 7 years later,we never got to see what else DC could do.
 
Because the DC was a very, very good console and it's a shame it and its developers never got to mature for a full generation to see what it ultimately could do..
Yeah.

Even though Dreamcast wouldn't be able to match PS2's performance, it's a real shame we never found out what late hi-profile games would manage to look like on the console.
 
Stop going on about the bloody Dreamcast. It flopped. Get over it.

Anyway, gc's graphics were just shy of the xbox, but a pretty long way clear of PS2. Nothing on PS2 is close to Rogue Squadron, F Zero or Wind Waker.
 
Wasn't the Gamecube considered to be the easiest console to program to of its generation, excluding the limited size of the discs?

Also, even when pushing the PS2 to its limits with God of War, Gamecube still had Starfox Adventures, Wind Waker, Rogue Squadron, F-Zero GX and Metroid Prime looking fantastic and much earlier in its cycle.
 
Tte GC beat the PS2 in almost everything, except RAM (24MBs versus 32MBs), fillrate (which isn't a surprise, since the PS2 has more raw fillrate than the fucking PS3) and storage.

The PS2 GPU had several shortcomings compared to the GC's and Xbox's, feature-wise. Actually, each one of those console's GPUs belong to a different generation:

- The PS2's was similar to a NVidia Riva 128, and actually lacked features the Dreamcast had, like mipmapping and multitexturing. The GPU was completely dumb (even calling it a GPU is debatable) and only dealt with rasterizing, all vertex transformations had to be done by the CPU.

- The GC's was similar to a GeForce 2 in features, with hardware transform and lighting (frees the CPU from dealing with individual vertices), multitexturing with up to 8 simultaneous texture layers, a very flexible texture combiner (the TEV) and support for indirect textures (I'm not even sure the GF2 supported this).

- The Xbox's was similar to the GeForce 3, which could do everything the GF2 did but had vertex shaders, cubemaps and hardware shadowmapping support. The 1.1 pixel shaders weren't truly shaders: they were just a fancy way to setup the texture combiners, but they made things much easier nonetheless. The vertex shaders combined with dot3 texture combining (which the GC lacked) allowed games to use normal maps in the way games use nowadays and per-pixel point lights.
 
The real question is why DC vs PS2 comes up in every console-vs thread.

Because the bitterness still stings.

People still blame Sony for the death of the DC when really, it was sega fans that killed it by not supporting it enough.

It's a bit like White guilt over slavery.
 
This should show you why DC didn't stand a chance, the hype was unbelievable. Listen to what Ken Kutaragi said in an interview with Newsweek about the PS2:
Ken Kutaragi said:
You can communicate to a new cybercity. Did you see the movie The Matrix? Same interface. Same concept. Starting from next year, you can jack into The Matrix!

Also Saddam Hussein was supposedly importing them to control missiles because they were so powerful or whatever. Just ridiculous levels of hype for the PS2
 
Anyway this topic and the PS1/N64 topic shows you exactly why Nintendo went the route they did with the Wii. When they actually did put out more powerful systems than their competitors, somehow people didn't believe it, even when it was clear and the evidence was right there. Somehow sci-fi a game like Metroid Prime that was clearly well above the PS2's capability was dismissed because it was on an 'underpowered/kiddy' console.

Well it also didn't help that Sony/Microsoft gave theoretical polygon pushing numbers while Nintendo went with in-game stuff. It made the GC look really underpowered and when you add the lacking hardware features, well...
 
GC was definitely the more powerful console.

The Ps2 was the least powerful console last gen, compared to GC and Xbox. But the gap in power was nowhere near as big as Wii<------>Ps360
 
Because the bitterness still stings.

People still blame Sony for the death of the DC when really, it was sega fans that killed it by not supporting it enough.

It's a bit like White guilt over slavery.
GAME failed because you didn't buy enough shares.
 
Because the bitterness still stings.

People still blame Sony for the death of the DC when really, it was sega fans that killed it by making a series of poor business decisions.

Fixed as I don't see how it's the fans' fault. But it I do find it funny that some people still bitterly blame Sony for Sega's exit from the console market.
 
Gamecube had over twice the polygon power than PS2. The TEV could also output some nice effects when developer's coded for it. Textures were also better on Gamecube.

There was simply no debate to which console is overall superior and there shouldn't be.

Gamecube launched after PS2, why would it be weaker?
 
Because the bitterness still stings.

People still blame Sony for the death of the DC when really, it was sega fans that killed it by not supporting it enough.

It's a bit like White guilt over slavery.

No, the root of all failures still start with Sega and the Saturn.
 
No, the root of all failures still start with Sega and the Saturn.

I'd argue it started with the Genesis, when they started shitting out add-ons without giving any thought to what their strategy with them should be. Especially the 32x. They managed to piss off customers and developers thanks to that shit, which carried over to the Saturn, when they pissed everyone off again (surprise launch, anyone?) So it's really not much of a surprise that by the time the DC rolled around, everyone was kinda like "go eat a dick, Sega."

They were always a better software company than a hardware company, though, so whatever.
 
I still can't believe people ask the question as though it's the GC's graphics that need to be compared to the PS2's. Like the GC was just on par or worse than the PS2 graphically.

The better question is how the PS2 compares to GC. And the real interesting discussion is in how Xbox and GC compared to each other. Xbox was not in a league of its own, because the GC could hang with it. Not only that, it has a respectable list of games that are contenders for the best looking games of that gen -- not just because of clever art either, but actual raw technical showcases.
 
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