old video
edit , its a new video
As pointed out in the video, Saturn peaked in terms of 3D racers with Sega Rally releasing right at the end of 1995.
It held up throughout 1996, but in early 1997 PlayStation got Porsche Challenge featuring transparencies, lighting and much more geometry.
So what did Sega have in response? At the end of the year we got this shit…
Now obviously it’s faster than Sega Rally and has more cars on track and arguably more geometry. Often running at 15fps though it really does raise questions as to how much the Saturn could handle.
Did Sega Rally and Daytona CCE simply max the Saturn out early on?
What an emotional roller coaster ride
One of the biggest sins of the fifth generation was skipping racing games with sprite scaling. I find this effect much more beautiful than polygonal 3D games.
In 2024 these games have a great retro vibe, in 1994, it was old and far more limited technology and developers wanted to do more with their games than what sprite scaling could deliver.
One of the biggest sins of the fifth generation was skipping racing games with sprite scaling. I find this effect much more beautiful than polygonal 3D games.
Yup!20 fps in saturn ports of wipeout games , big downgrade next to the ps1 versions
other games fare better on the saturn
Virtua Racing, Ridge Racer and Daytona killed this style of game outright in the arcades.
Driving games just work so much better in 3D, every small turning angle counts and the 3D car model displays all these nuances.
Some games, notably first party ones, actually managed to have transparencies and other neat effects (Nights, Burning Rangers, both from Sonic Team; but I'm not sure on the second one).Like I keep saying, most of Saturn problems are also related lack transparency, in which he uses mesh transparency. Which is strange since John showed a game long ago that actually has transparency.
Summery:
Hard disagree, there were many good looking racing games on PSX and N64, especially late in the generation, within context of course, they were a huge step over sprite scalers.I only really liked it from the Dreamcast onwards, in the previous generation for me most of the games were ugly, with a lot of dithering, clipping, low poly.
At this point, the pseudo-3D with sprites managed to have more beautiful art and an interesting visual effect, in addition to running at 60 fps.
You mentioned VR, RR, Daytona, but interestingly, the most beautiful pseudo-3D games came out after these games. It suggests that these 3D games were experiments, while 2D games were at the pinnacle of technique.
Rage Racer, another early 1997 3D racer that Saturn didn’t come close to touching, just look at the geometry in the video thumbnail for starters…
Yup lack of transparency is off putting, looks like a relic from SNES era.Like I keep saying, most of Saturn problems are also related lack transparency, in which he uses mesh transparency. Which is strange since John showed a game long ago that actually has transparency.
Ironically, the SNES could do transparencies.Yup lack of transparency is off putting, looks like a relic from SNES era.
Well, I'll be damnedIronically, the SNES could do transparencies.
The actual transparency on Saturn are tricks, expensive, and can only be used in certain circumstancesLike I keep saying, most of Saturn problems are also related lack transparency, in which he uses mesh transparency. Which is strange since John showed a game long ago that actually has transparency.
DAMN, the Saturn really IS the PS3 of that gen...20 fps in saturn ports of wipeout games , big downgrade next to the ps1 versions
other games fare better on the saturn
I can think of one game, Dodonpachi, that is better on PSX.DAMN, the Saturn really IS the PS3 of that gen...
But jokes aside, the next 'shmups' themed episode is gonna be a bloodbath. That genre is the Saturn's bread and butter
I mean, there are a few more that run fine in this very video (and a couple more exclusives out of the scope of the video but hey, list warz with one system having like, a couple thousand more games total available - not to speak of the budget/priority from developers even with what was made for both - lol). Having to use polygons for a 2D background isn't a flex, just a necessity, the visual result can be great on both (and there are things it apparently can't replicate in 3D, as in Street Racer's sky/clouds/shadows, if we're gonna ignore the rest of the missing scenery like DF Retro did here).Sega Rally, Daytona CCE and Manx TT were miracles on Saturn. Pretty much every other racer ran poorly.
On top of that the distant backgrounds in PlayStation used polygons to construct a flat backdrop, conversely Saturn’s backdrops use VDP2 to display what is essentially a flat moving bitmap.
The actual transparency on Saturn are tricks, expensive, and can only be used in certain circumstances
no u didnt , my badI was so confused when I seen this thread locked, did I miss something?
Most PlayStation racers run at 20-30fps with (at least after 1996) car lighting, Saturn racers had no such lighting. Damn, Ridge 4 even had Gouraud shading on the tracks
You’re half right - it’s a couple of months old but was only available to DF Patreon subscribers.old video
edit , its a new video
i thought the dates on youtube were bugged , is it new/old?You’re half right - it’s a couple of months old but was only available to DF Patreon subscribers.
Dynamic lighting cast by the car on the road and scenery. Dynamic lighting on the car. Proper fade-in effect for the scenery and excellent, stable framerate. The car also has a great physic overall, very good game.
I haven't watched the video yet, maybe this game is not covered.
Video is only for games on both (hence dude skewing results with exclusives in his posts, lol). I think that one's on PS as well actually, but it's so different they maybe didn't consider it the same. on Saturn it's cartoony, on PS it's a bit realistic/Ridge Racery. Here are some more running fine on Saturn.
Yeah the date on YouTube says it came out yesterday, even on my YouTube history from when I first watched it in August!i thought the dates on youtube were bugged , is it new/old?
thanks for the clarification
Rage Racer, another early 1997 3D racer that Saturn didn’t come close to touching, just look at the geometry in the video thumbnail for starters…
The answer is a resounding yes, the concept of maxout is complex because a given game can be operating at almost 100% and be uglier than one operating at 70% or two games being at 100%, one of them being prettier. In short, the beauty of a game does not reflect the internal use of the components.The Sega Saturn is full of bottlenecks, so it is almost impossible to maximize the use of vram, ram and processors at the same time, so games with 100% on one component can result in 67% on another, due to the bottleneck for all effects these 67% are also 100%.That said Daytona usa, Panzer Dragoon and Virtua Fighter remix were already almost at the limit of what the machine is capable of, same with Rad Mobile, Ghen war and high velocity.Did Sega Rally and Daytona CCE simply max the Saturn out early on?
Hard disagree, there were many good looking racing games on PSX and N64, especially late in the generation, within context of course, they were a huge step over sprite scalers.
You cannot do RRT4, Wipeout 3, cmr2.0, F1 97, Beetle Adventure Racing, SF Rush, Sled Storm, CTR, GT2, Wave Race 64, StarWars Racer, the list goes on and on, with sprite scaling. Polygons opened up a whole new level to take racing games they weren't before and devs made great use of them.
I don't disagree that polygonal graphics opened up a new level for the racing genre. I just think most of them were experimental, like a lot of games from this era, a lot of them were pretty rough and ugly.
My point is that this generation should have had a smoother transition, with some games using polygons and other sprites and not all polygons.
It's like the comparison I made with the current generation. They are putting ray tracing in games, because of the novelty, but making the games run in 720p at 30 fps with drops.
1996 (Japan). I agree, that's a very relevant example, Rage racer is gorgeous. I think that's the most 'arcade perfect/at home' 'feeling' racer of the machine even being a PS1 exclusive. And i think it remains unmatched for sheer amount of track detail coupled with very stable frame rate (locked 30?) with sense of speed which is even superior to RR4. Very stable geometry at that, virtually "software" Z-buffered (just like RR4).