jarrod said:
Tom and Jerry were Jaguar's parallel CPUs actually. It had a seperate dedicated GPU, as well a DSP for audio and as a 3rd general 68000 chip to tie it all together iirc.
As I stated, I do not recall the specifics of the system. Regardless, I believe the GPU was more general purpose for the reasons I stated above.
Would the SVP qualify as this then? It was basically a cut down core of the GPU used SEGA's Model 1 board that was co-developed between SEGA, Fujitsu and General Electric Aerospace. It could only render simple flat shaded polygons on 8x8 patterns but that was really all it could do... it wasn't a general co-CPU like the Super FX/FX2 chips and was quite a bit more expensive (hence VR's $100 starting price).
I understand it had 3D abilities from the get-go, that is not my point.
I may not have been clear previously
and it think some of my statements are being lumped together with others, so let me restate my position.
I do not believe Sony invented 3D. Based on such things as the SNES having mode7, the FX line, Sega CDs scaling, the Saturn SVP, etc., obviously the idea of 3D existed, and Im sure most felt it was the eventual future. The popularity of Doom was certainly an indication of people wanting 3D. My point is the impact Sony had on the when, and the how.
The priorities of the initial design of the Saturn are clear. Sega envisioned the system as being the ultimate 2D platform, with some 3D abilities available for developers to experiment with. It is quite obvious where their
priority was at the time - 2D. While it is not entirely clear what the N64 would have been had PS1 not existed, there are some signs that would point to a similar priority. With the SNES, Nintendo looked to what Sega did (and the market in general) waited for costs to come down, and then brought out a system that while more advanced, was generally of the same goals. They where not really a HW-centric company, and did not try to push technology to the point where they would need to take a loss in order to achieve a realistic price-point. They relied on their IPs, and the genius of Miyamotos gameplay for introducing new interaction concepts. The place they did make great strides was in the controller controller design, but their main home system was not a place they generally wanted to go all that different then their competition. Another example of this is the fact that in the past, they had not made the sort of major collaboration with high-tech companies we see common today.
It would seem that both Sega and Nintendo were content with prioritizing improved 2D as their main goal for at least one more generation, while also giving some level of 3D performance. Enter Sony. While generally speaking, Nintendo and Sega were not easily influenced by the ideas of start-ups, this was something entirely different. For one, it was Sony they knew full well the money Sony had, the R&D Sony had, the name-recognition, etc. What really set the stage however, was the reaction Sony received from the media, developers, and gamers. Sony was clearly setting 3D as their (basically) one-and-only priority
and everyone was eating it up. The media-storm that ensued convinced Sega that they had miscalculated where their priority should have been and forced them to re-engineer the Saturn.
That is my first point and details the when of my argument. I believe Sega and Nintendo had envisioned one more generation of 2D graphics/gameplay as being the priority. They would have some 3D capability, but they wanted to kind of wean us towards it and wait a generation before they went all out. I believe this was due to cost issues, and with 20/20 hindsight, a misread of gamers wants or at least their readiness to try out 3D.
The how is a combination of two things. Sonys willingness to use the razor-blade business model (take a loss on HW, make up for it with SW and SW licensing), and Ken Kutaragis engineering creativity. This razor-blade business model allowed Sony to really push the technology level that would be introduced in their console, something Sega and Nintendo had previously decided against. For Ken, he had a problem he needed a solution for. Once the Nintendo deal went sour, he had always envisioned 3D as being the way to go. Through plenty of discussions Im sure, he convinced Sony that they should really push the curve and should spend quite a bit more than their competition would have in the past.
Even with a greater budget, he needed to come up with a system that would do things with 3D that had not been done before. His solution was to design a dedicated chip that would render textured and shaded polygons in HW. While it may have been somewhat expensive, this was the first time someone had brought out a dedicated solution at anything approaching consumer pricing.
In summary, I am crediting Sony with the following:
They forced the priority of 3D graphics and gameplay at a time when the competition would have rather waited another generation. Again, even without Sony this would have happened eventually. The importance of Sony doing it then however, is that graphics and gameplay are far more advanced now then they would have been had Sony not joined the fray. It took a while for developers to get a handle on 3D control and cameras (and I would argue we still have a long way to go), now imagine if we were effectively a generation behind?
The other change I credit Sony with is the razor-blade business model. To me, it is actually a surprise Sonys higher-ups were ever convinced to go with this plan. Sony is traditionally an A/V company, and did not sell for loses prior to this at least not at the manufacturing level (obviously R&D costs are spread out over the life of a product). This business model has, and continues to give us graphics and sound that I believe are far more advanced for their time had Sony not forced the issue.
Two corollaries to this also exist. Ken Kutaragi does deserve specific praise for his solution to the how in regards to 3D. While the haters may not want to acknowledge it, he is praised by engineers for his designs including the PS1 GUI being the first real dedicated consumer level 3D accelerator. The other thing Sony should be credited for is in regards to convergence. Many of the features we see now, and will see in future consoles may well have not happened if not for Sonys vision.
How all of this contributed to enlarging the market, etc. has been discussed before and need not be reiterated. Note: I am not particularly saying whether all of these changes are good or bad. If you are against 3D gaming, or you hate the idea of convergence, etc. I can see why you are pissed of at Sony. I am merely trying to take this at face value, and give credit (good or bad I care not) for what I believe ARE the changes in the market Sony has influenced.
Nintendo and Sony's deal fell through in mid 1991 (with Nintendo announcing plans with Phillips), "Project Reality" was then publically announced in mid 1993. It's arguable "who started first", but it's pretty clear that both Nintendo and Sony were looking to and developing 3D technologies for gaming applications concurrently.
I disagree. To my knowledge, the priority of the PS1 being 3D was known before the announcement of Project Reality. While one could say, hey though, that was simply the public announcement of Project Reality, my belief is that the public announcement was made right after a contract of intent happened between Nintendo and SGI.
My reasoning is as follows. As stated above, Nintendo (and Sega) were not known for pushing technology ahead in any real sense. This is evidenced by the fact they had not previously taken loses, and the fact they had not historically made large collaborations for major system design. The timing of the Project Reality announcement was after PS1 was known about. When it was made definite specs where not known, and the PR images released ended up being far more advanced then what was possible with N64. Possible specs were slowly released over time
but they ended up being cut over and over. It would seem that the design did not exist at the time of the announcement. Also as stated, it was uncharacteristic for Nintendo to contract out such a major portion of the system.
To me, all of this adds up to a simple scenario. Nintendo saw what the PS1 was expected to do, and what its priority was. I believe this would not have been Nintendos priority otherwise. Since at the time, 3D graphics acceleration of this kind was new to consumer-level products, Nintendo was forced to contract with a company that specialized in 3D graphics since they did not have the ability to produce a solution themselves. I believe the reason the initial PR renders where so far from what eventually was possible, was simply the fact that they hadnt really started on the system. You have to remember, this was SGIs first contract to make a consumer-level chip since no one was making them at this point. I believe the pictures are evidence that the system didnt really exist at all, and SGI / Nintendo really did not know exactly what would be possible for their engineers since this was the first they had attempted to make something like this.
In this day and age, companies can make an educated guess for target specs and make target renders to match it. At that point, they had never made a consumer card (no one had, just Sony), so they really didnt know what would be possible.
SEGA and Namco were doing the same thing in arcades... the market was clearly headed this direction, with or without any of them. None of their distinct platforms were really in direct response the other (PS-X vs N64, Model 1 vs System 21), they all would've been developed anyway and overlapped in terms of R&D scheduling.
As Ive stated, Im not crediting Sony with inventing 3D and I realize all knew it was the eventual future. I simply believe Sega and Nintendo were going to prioritize 2D for one more generation. You have to understand, those arcade boards were all proprietary beasts costing unbelievable amounts of money. Until Sony, no one expected that sort of power would move into the home until later.