Watch the entire video video, and then talk.
We went to "DC will never handle that" to "it´s omitting 33% of vision" hahahahahaahahahaWhat do you want to show with this video?
Have you ever played Croc on the Sega Saturn? so, it's the same scenario here, dreamcast's gta 3 is zoomed in omitting 33% of vision and geometry all the time.
Ya I don't know why it's anything more than it is. It is cool they could do better than the devs did 24 years ago but you have people acting like it's such a big own to Rockstar North. It's like all the homebrew for 16 bit that wasn't possible back in the early 90s because development wasn't as advanced. It isn't a representation of what was possible in that era.Breathe.
You call the guy pathetic, but you wrote a wall of text because of one word.
If it was added later, perhaps it was not due to the technical limitations of the PS2, they wanted to keep the game within the hardware requirements.
The guys are playing with old hardware, seeing the possibilities it had that hadn't been explored. Somehow, this is triggering Sony fans in a bizarre way. And what's the problem if the DC version happens to be better? What difference will this make, its generation has passed, the PS2 sold 15x more.
Furthermore, a port of this PC version to the PS2 could be even better. It's a shame that the hardware is too complicated to have a stronger homebrew scene.
Don't think so, it's widely accepted and known they didn't do Dreamcast GTAIII for commercial reasons, not hardware viability (though it's likely that if it hadn't happened the game would have turned out different enough to take advantage of DC better over now shoehorning a PC version).you have people acting like it's such a big own to Rockstar North.
Just to make it clear it wasn't added latter, the stuff removed from the PS2 final version was there in the beta and pre release screenshots.Breathe.
You call the guy pathetic, but you wrote a wall of text because of one word.
If it was added later, perhaps it was not due to the technical limitations of the PS2, they wanted to keep the game within the hardware requirements.
The guys are playing with old hardware, seeing the possibilities it had that hadn't been explored. Somehow, this is triggering Sony fans in a bizarre way. And what's the problem if the DC version happens to be better? What difference will this make, its generation has passed, the PS2 sold 15x more.
Furthermore, a port of this PC version to the PS2 could be even better. It's a shame that the hardware is too complicated to have a stronger homebrew scene.
What do you want to show with this video?
Have you ever played Croc on the Sega Saturn? so, it's the same scenario here, dreamcast's gta 3 is zoomed in omitting 33% of vision and geometry all the time.
Curious as to why they don't use the map placement data from the PS2 then? They're just DAT files and the PS2 ones work on PC, so they should still work here, that would get rid of the additional props it has to render and be better for the framerate right?because they aren't rendering the same thing, the DC has a lot more stuff to stream and render.
Curious as to why they don't use the map placement data from the PS2 then? They're just DAT files and the PS2 ones work on PC, so they should still work here, that would get rid of the additional props it has to render and be better for the framerate right?
Most Dreamcast fans moved on like 23 years ago and bought a PS2 lmao.
ghost town and sega saturn's Croc, Quake feelings
good feelings for sureI'm assuming those are good feelings, because Croc and especially Quake on Saturn are supremely awesome.
Sony always have played dirty. No suprise here. In fact, any major gaming company have done dirty stuff like this, but in Sony seems yo be a trend, sometimes...
Been loving reading everyone's DC vs PS2 vs Xbox vs PC graphics comparisons and opinions on GTA3, but... What if I were to tell you that the Sega #Dreamcast has another trick up its sleeve. One that didn't make it into the alpha release on time? HW capture of the internal render target resolution ramped up to 1280x480, enabling 2x horizontal fullscreen anti-aliasing with the DC's PVR GPU... aaaaand goodbye jaggies! We're so CPU-bound that this is essentially free for most scenes, (although admittedly performance does take a hit in heavy rain/fog with this enabled). so it's still a WIP!
Ya I don't know why it's anything more than it is. It is cool they could do better than the devs did 24 years ago but you have people acting like it's such a big own to Rockstar North. It's like all the homebrew for 16 bit that wasn't possible back in the early 90s because development wasn't as advanced. It isn't a representation of what was possible in that era.
Grand Theft Auto 3 is now on Dreamcast as DCA3! Or GTA 3 on Dreamcast...or GTA III Dreamcast if you like roman numerals! Developer SKMP has brought over the entirety of the PS2 original GTA 3 to Dreamcast giving us a brand new Sega Dreamcast game in 2024/2025! And the best part is it runs on a real Sega Dreamcast console with the GDEMU or via Dreamcast emulation on Devcast (join my Discord if you need help emulating the title as it can be tricky)
note: I have been informed you can burn the disc...just need to run it through DreamSDK shell via a specific command!
the mad man tried running the Xbox assets on Dreamcastand it kinda worked
RAM is the main issue for open world games though. PSP had 24MB of usable memory for games, versus 16MB for the Dreamcast. It doesn't sound like a lot but it is a big difference when you're already pushing memory to its limits. CPU and GPU are less important, because the game can just render at a lower resolution, use lower quality textures and models, and just run slower if needed.I don't think there was any doubt the Dreamcast could have run GTA III, it was originally in development for the console, and GTA Liberty City Stories had no issues running on the PSP which was weaker (except for the RAM) than the Dreamcast.
That is not true and you should be banned from spreading false statements
lower textures![]()
And what about all the others positive comments of the port John said? And game is always moving within 15 and +20 fps. Buy a DC and test it by yourself, it´s not 10 fps. You write a lot, but base your "opinion" on YT videos, not on actual hardware testing.
I know what a 10-15fps game looks like, I have a lot of experience playing Sega Saturn and DF confirmed that I was correct while you wanted to censor me.
What do you want to show with this video?
Have you ever played Croc on the Sega Saturn? so, it's the same scenario here, dreamcast's gta 3 is zoomed in omitting 33% of vision and geometry all the time.
It's easier to make bs claims then when proven wrong move the goal posts. He said 10 fps for a different build, in a different area and whole different video after all and that area is proven to run at generally double the fps he said as shown in the DF video, so he has to move the goal post (from 10 to 10-15 fps) and timestamp a whole different video in a whole different area, even though Esppiral had already said the game can drop that low, but didn't in the videos he was previously commenting on, but again it's easier to go lalalalalala than admit being wrong when you're a committedIt´s an alpha and you know it.
And what about all the others positive comments of the port John said? And game is always moving within 15 and +20 fps. Buy a DC and test it by yourself, it´s not 10 fps. You write a lot, but base your "opinion" on YT videos, not on actual hardware testing.
You are being very generous here.Motion seems a bit smoother on PS2 still, even if framerates look similar. Not quite framepacing-related, I'd say it's probably due to some missing post-processing effects on the DC build.
You are being very generous here.
In some scenes (mostly the open world driving ones) there's a clear difference in frame rate, like 15 vs 30fps.
Yeah, i was thinking about that back when i played SA. I personally prefer Vice City so i always wanted to see a version of that using the improvements SA brought to the engine.Tho ideally I'd like to see the PS2 version improved as well because we know going by SA that VC still left a good amount of performance & optimization on the table.
Yeah, i was thinking about that back when i played SA. I personally prefer Vice City so i always wanted to see a version of that using the improvements SA brought to the engine.
I know this is an old comment, but are you suggesting that toggling between interlaced and progressive mode on Dreamcast - Gamecube, Xbox OG, PS2, etc - doubles rendered pixel counts?.....
That's all still at 2x the pixels pushed (480p vs i is massive). Plenty PS2 classics perform on a similar level, such as SOTC (and GTA games at some points too, with worse frame pacing), somehow it was acceptable (if not praised) but now it's on DC it's supposed to prove the complete opposite, lol![]()
What I believe he is referring to is field rendering, which was more prevalent on the PS2, just not for the games he mentions. As far as I am aware you cannot force field rendered games into progressive mode, since you are missing half the image.I know this is an old comment, but are you suggesting that toggling between interlaced and progressive mode on Dreamcast - Gamecube, Xbox OG, PS2, etc - doubles rendered pixel counts?
It does it by holding the odd or even field and presenting as a complete image when the next frame renders in the DSP block AFAIK, the exact same way you can feed a 480i signal into old NTSC panasonic DVD HDD video recorders and output at 480p - as I did for many, many years with my PAL60 PS2 back in the day.What I believe he is referring to is field rendering, which was more prevalent on the PS2, just not for the games he mentions. As far as I am aware you cannot force field rendered games into progressive mode, since you are missing half the image.
Correct, and that's why field rendered games can't be forced into progressive mode, since they render at half the vertical resolution internally. Something like 640 x 240 or 512 x 224.You aren't doubling the rendered pixel count, when enabling those modes AFAIK otherwise you would expect the frame-rate to half when they enable.
But they can in DSP blocks, because you just accumulate the the odd field in the n-th frame, and render it with the even field of the n-th+1 frame - and render that as the first frame.Correct, and that's why field rendered games can't be forced into progressive mode, since they render at half the vertical resolution internally. Something like 640 x 240 or 512 x 224.