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DF Retro: Sega Saturn vs Sony PlayStation - The Driving/Racing Game Face-Off

Sega Rally, Daytona CCE and Manx TT were miracles on Saturn. Pretty much every other racer ran poorly. 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



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.

Saying that, as much as I love Ridge Racer Type 4 it’s Sega Rally that remains the king of racers from that generation (obviously not graphically, but handling is perfect)

 
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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 Sony released Porsche Challenge featuring transparencies, lighting and much more geometry. Even the drivers were fully modelled.



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?
 
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mansoor1980

Member
20 fps in saturn ports of wipeout games , big downgrade next to the ps1 versions
other games fare better on the saturn

1ZTGYUF.jpeg
 
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Lysandros

Member
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?

Porsche Challenge was certainly a looker and still remains somewhat of an unsung technical accomplishment i think. I remember playing the demo one track in loop and being impressed by the graphics every single time. It was very comfortably beyond anything Saturn could do, and that was in 1997.
 

diffusionx

Gold Member
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.





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.
 
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Wolzard

Member
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.

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.
 

Saber

Member
Like I keep saying, most of Saturn problems are also related lack of transparency, in which it uses mesh transparency instead. Which is strange since John showed a game long ago that actually has transparency.
 
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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.
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).

Great content from DF. I loooooved playing NFS so much back in the day on my Saturn. It looked like real life to the 10 years-old me ;(
 
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diffusionx

Gold Member
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.
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.
 

nkarafo

Member
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…


Geometry was PS1's biggest strength IMO. Even the N64 had a hard time reaching those polygon numbers on average because of bottlenecks (only the best developers such as Rare, Factor-5 and BOSS managed to surpass it with custom microcodes and nowadays Kaze).
 
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SweetTooth

Gold Member
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.
Yup lack of transparency is off putting, looks like a relic from SNES era.
 

ReBurn

Gold Member
I enjoyed that video. Looking forward to the next one.

I mostly played 3D racers on PS1. The Ridge Racer games were my favorites. Sega Rally and Daytona were really the only two I played on Saturn.
 

Alexios

Cores, shaders and BIOS oh my!
Pretty good result for the Saturn, nice amount of wins/draws, for a system everyone trashes.

Especially as a few of the games that won on PlayStation (and one on Saturn) are still shit, others still fine on Saturn (If you can enjoy the PS NFSIII in erratic 20-30 fps you can enjoy Wipeout/XL in stable 20) and Street Racer should have been a Saturn win considering how barren it is on PS. Baffling:

Night Striker S having some meaty extra content should also be a win really (I'm sure if Shutokou had that they'd give it to the PS). But that should have been in the shooters video and Mass Destruction in whatever video they will put the likes of Soviet Strike in too. Weird inclusions but oh well.​
 
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Alexios

Cores, shaders and BIOS oh my!
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.
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).
 
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cireza

Member
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


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.
 
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Alexios

Cores, shaders and BIOS oh my!


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.

(other than the name dropped Sega Rally, Manx TT and the like - which also ignores the herculean task of converting from such mega powerful hardware to the Saturn, where the Namco racers/fighters were much closer to the PS spec instead and experience with the board was just as useful on that)​
 
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cireza

Member
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.

The video is still probably an interesting watch, but obviously exclusive efforts should be taken into consideration to paint a better picture of each console at the same time period.

Racing games are about pushing full 3D visuals, which is not the strength of the Saturn. Yet I think the console had a very decent offering, especially considering the fact that ambitious developments eventually faded out of existence after 1996. Initial D is one of the later games that had actual time & effort invested in it, and it clearly shows (and the feeling in game is very good).
 

Lysandros

Member
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…


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).
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
Did Sega Rally and Daytona CCE simply max the Saturn out early on?
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.
 

Wolzard

Member
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.
 
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.

Early on in the Saturn’s lifespan there were many games that mixed polygonal scenery with sprite characters

Most are regarded as some of the worst games on the system
 

Phobos Base

Member
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).


Still remember being awed about driving up the hill past the waterfall, into the tunnel, then down the steep slope on the other side. Although it always felt to me the more realistic look was at odds with the arcade style handling.
 
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