SweetTooth
Gold Member
49:35 is for our friend Parazels
"Distortion doest exist on Saturn"
You could have picked that skateboarding game! It was disaster on Saturn with the closeup textures, looking really bad and warping like hell.
49:35 is for our friend Parazels
"Distortion doest exist on Saturn"
Documentation indicates it might have been more programmable than the IPU (not that we'd necessarily want that, I preferred to just fire&forget on decoders not micro-manage the operations). But I don't know what the throughput was like - the obvious uses happened in a bunch of games (decoding animated content at runtime).PS1 had an MJPEG decoder, MDEC, right? I wonder if it was crazy to use for texturing or if it was almost as approachable as the IPU in PS2 for texturing…
What extra hardware ? What does this even mean ? There is nothing "extra" in the Saturn, everything was there day-one and meant to be used in a certain way.All the extra hardware on Saturn doesn't mean s**** In the end
2 bogus CPUs instead of 1, the weird inefficient quad polys, the system was complicated for nothing.What extra hardware ? What does this even mean ? There is nothing "extra" in the Saturn, everything was there day-one and meant to be used in a certain way.
What is extra in this already ? Nothing.2 bogus CPUs instead of 1, the weird inefficient quad polys, the system was complicated for nothing.
WTF are you smoking? The Japan style Saturn pad is probably the greatest 2D pad ever designed. Fuck knows why the European territories and the USA were given that horrible monstrosity.Now when the Saturn launched in the west the design was altered. Comparing it to the newer pad it feels more ergonomic and fits the hands better, the rear is curved on either side and I feel no cramp after prolonged use.
Big improvement then, right? Well no, the Dpad is complete redesigned and while it’s OK for moving left to right in 2D platformers and driving games it just chafes your thumb when carrying out Dpad rotation moves in fighting games. As for the triggers, unless you press them at the rear there’s literally zero tactile feedback. Very much a case of 1 step forward 2 steps back. Sega discontinued it under a year after release, I can see why.
What is extra in this already ? Nothing.
Both CPUs were there day-one and documented. You didn't have to use both. Quad polys made as much sense as triangles in a day when 3D was still a novelty on home consoles. It also made sense for a company pursuing both proper 3D AND 2D through hardware, unlike PS/N64 that were natively incapable consoles in terms of 2D, where everything had to be done through software.
But SEGA had not planned to invest a ton of money in marketing to discredit 2D, unlike Sony and Nintendo, who did not have the choice anyway. Quads made sense for SEGA's hardware, as they also wanted those proper 2D layers and sprites functionalities.
It was the source of why I said they were effectively just a box.Nothing to respond to my post overall, and cherry-picked one example (a joke, by the way, so obviously not objective), which doesn't goes against anything I said, and admits the SNES is still absolutely mandatory to run the game. Amazing rebuttal.
Wrong. A hardware is a toolbox. You don't have to use every single aspect of it to make your games.Being an extra in the sense that they're not needed at all. And they are simply a bad hardware design!
They made sense during the 1990s when SEGA were building their hardware. They made sense for a 2D + 3D hardware as I already explained. This solution provided perfectly satisfactory 3D for the time. Maybe try to think with some context ? Nobody uses VHS anymore, does it mean it didn't make any sense back then ?Quad polys doesn't make any sense at all. If they were making any sense, they would have been used to this day.
Wrong. Nothing was complicated about 2D on Saturn, it was straight-forward.Making a console that create good 2D in really complicated methods
Wrong. Just because developers invested the time to make 2D on the console doesn't mean it was easy nor straight-forward : it wasn't. They had to implement through software many aspects that came natively through hardware on Saturn. This is the same as PS2 being complicated to develop for but developers still basically forced to make it work because the console was going to sell a shit-ton anyway.PlayStation has managed to do 2D just fine in easier
Where am I painting the Saturn as a monster ? Nowhere. What is tiring though, are people spreading ignorant bullshit like you are. Pretty much everything you say is wrong or incorrect.Its getting tiring and sad to see Sega fans trying to paint the Saturn as this untamed monster with untapped potential which it never was. It was a mediocre console that met it deserved fate.
Each system featured hardware with no equivalent in the other, like GTE or MDEC on PS1. Those were vastly different systems.Looks like the title of this thread is aging like milk, and I am sure that PlayStation would prove even better on the next videos. All the extra hardware on Saturn doesn't mean s**** In the end, it was an unbalanced system, just like the N64! Both were one of the worst designed and unbalanced consoles ever.
Each system featured hardware with no equivalent in the other, like GTE or MDEC on PS1. Those were vastly different systems.
I thought maybe the wheel because I tried the 3d pad and it was just awful. I don't have a wheel though!!
I read the Saturn userbase advantage, before the FF7 demo was released on the PS1 was over 1.5 million to 2 million units in Japan. Had FF7 come out on the Saturn in Japan I think we could safely say that would have been it for the PS1 in Japan.
Think you're mistaken about Rally too, I think it did better in the UK than anywhere else in the world (talking in account population) and I'm sure I remember reading it broke all UK records for the best selling CD game in the UK at the time
I think with the CPU setup being master-slave on Saturn based on CoPilot info, the system wasn't so much parallel programming, so much as a halfway house of the master-slave setup of a Maths Coprocessor x87 on PC - where 80286, 80386SX and 80486SX all had sockets for a maths coprocessor(80287, 80387, 80487) to offload floating point maths calculations - and enough second core versatility to do things like offloading hidden surface removal alternatives because the system - like PS1 - had no hardware zbuffer.
As for why I think geometry throughput was greater on Saturn (theoretically at least) was because Copilot said this.
So 2743 quads is 2-polygon each quad being flat textured 5486 polys per frame vs PS1 1300 polys per frame.
This is true of most older machines. Ie. how we get 8bit computers do things that looked impossible in the 80ies as well.
And yea - as I said in the other thread - it'd be interesting if someone did have a commercial playground with restricted hardware like that - a true retro-console for the modern age. It breeds creativity that doesn't really happen on modern hw anymore (or it doesn't really show through because it's drowned in $s spent on inflating the runtime and world size).
How many people / how usable was the Matrix DSP in the Saturn for this?
SCU DSP for matrix transformation?
I tried something to reduce memory usage and reduce the number of processes vertices, but it didn't work out too well so far, so hopefully someone can suggest me something to speed up the whole process before I just move on to another technique : As mentionned in this post, I imported Quake...segaxtreme.net
Some people (Quake on Saturn seemed to use it) used all three chips (SH2s and SCU’s DSP) in parallel for 3D processing and lighting… but it is very possibly that with the low clock speed of the SCU and being yet another processor off chip that it was not as huge of a speed boost as people may hope.
I'm not being clever with it. The decomposition to wireframe in Esppiral old video actually shows how expertly crafted and efficient the underlying asset topology is and how many textures are used. Even working from the wireframes, there is at least 300 quads used just for the 5 sides you see, so at 30fps that's 9000 quads per second of the allocation without even considering a half or similar amount for Lara or anything else moving on screen.
But it is the polygon counts Ryo in the Saturn Shenmue footage and the texturing variety that has greater density and lighting that looks so much more. Even if Tomb Raider was fully optimised is it not logical to conclude it would have either optimal frame-rate or optimal visuals beyond how it released, but not both?
As you increase quad counts on the Saturn you increase the workload for quad sorting on the second CPU for the quads to be rendered with the painter's algorithm that draws those sprites from back to front, increasing fill rate wastage too.
I honestly don't see that Shenmue shot rendering on a Saturn at more than 12fps based on the evidence we have from Tomb Raider scaling from when optimised and the difficulty adding better textures with either baked or per vertex dynamic lighting - like it appears to be - without an accelerator board
Nah, the next one is on shmups. Icl, its gonna be a bloodbath in the Saturn's favour...Looks like the title of this thread is aging like milk, and I am sure that PlayStation would prove even better on the next videos. All the extra hardware on Saturn doesn't mean s**** In the end, it was an unbalanced system, just like the N64! Both were one of the worst designed and unbalanced consoles ever.
sega saturn also have wobbling textures, psx is a bit worse I dont think nobody disputes that, you went from no wobbling in saturn to now point every time you see that in a psx game while pretending there is no problem in saturn, but sega saturn has also another problem and that is the VDP2 planes don't align correctly with the scene from VDP1 frame by frame, so the entire floor is shaking depending the game as not avery game uses those planes for the floor giving the impression everything is floating, are you going to paint the entire floor red in the saturn games?
That guy is actually delusional. How much more proof does he need?sega saturn also have wobbling textures, psx is a bit worse I dont think nobody disputes that, you went from no wobbling in saturn to now point every time you see that in a psx game while pretending there is no problem in saturn, but sega saturn has also another problem and that is the VDP2 planes don't align correctly with the scene from VDP1 frame by frame, so the entire floor is shaking depending the game as not avery game uses those planes for the floor giving the impression everything is floating, are you going to paint the entire floor red in the saturn games?
Ok, show me the "wobbling" textures in the game.sega saturn also have wobbling textures, psx is a bit worse I dont think nobody disputes that, you went from no wobbling in saturn to now point every time you see that in a psx game while pretending there is no problem in saturn,
I think you are slightly undercounting PSX numbers (which also assume goraud shading and suffer from less overdraw the more polygons you use and thus the higher overdraw for your forward texture mapping flow) there while looking closer at the theoretical peak of the Saturn and CPUs feeding it as much: (taken from an old B3D thread)So 2743 quads is 2-polygon each quad being flat textured 5486 polys per frame vs PS1 1300 polys per frame.
Ok, show me the "wobbling" textures in the game.
I wouldn't spot this invisible glitch on Saturn without a microscope.
is saturn library composed of just one game? nop, you can cherry pick the games with less wobble, but the reality is that there are games with more or less depending how they are made and the amount of quads/triangles they use or subdivide, a video from a DF comparison was posted with plenty of games you even posted a picture from it, in that video you have a snowboarding racing game at 48:30 where the track literally collapses when near the camera, saturn has its own merits but dont try to pretend it doesnt haave its own set of problems in fact the miss align of VDP2 planes in certain games(like in destruction derby) its a bigger problem as well as the disapearing and collapsing of quads when close those camera and edges of screen is far worse overall than in psx generally
is saturn library composed of just one game? nop, you can cherry pick the games with less wobble, but the reality is that there are games with more or less depending how they are made and the amount of quads/triangles they use or subdivide, a video from a DF comparison was posted with plenty of games you even posted a picture from it, in that video you have a snowboarding racing game at 48:30 where the track literally collapses when near the camera, saturn has its own merits but dont try to pretend it doesnt haave its own set of problems in fact the miss align of VDP2 planes in certain games(like in destruction derby) its a bigger problem as well as the disapearing and collapsing of quads when close those camera and edges of screen is far worse overall than in psx generally
Ok, show me the "wobbling" textures in the game.
I wouldn't spot this invisible glitch on Saturn without a microscope.
Well okay in theory maybe geometry throughput was higher on Saturn, but I still think it's something similar to how "on paper" Series X is more powerful than PS5; it's just looking at one metric or a set of metrics in isolation of each other and outside of their relative impacts unto and from other parts of the system design that inform the practical, working total package.
Saturn's higher geometry throughput would still have been limited by bus contention between the two CPUs needing to share data and take turns sending/receiving along the bus, having split caches (I think each SH2 has an L1$, right? But not an L2$), among other things. Yourself and certainly other people have already spoken about those issues in greater detail within the three
SH2 divider unit ran at 39clocks - so assuming other operations can run in that block of time (pipeline allowed it - and transform is like 16MADD operations - so it's plausible, but I haven't checked exact math) that gives us theoretical peak of 1.43M vertex transforms per second (but that's fully loading both CPUs).
PS1's GTE was SIMD - so it could transform 3 vertices at the same time at the rate of 1.43M/s - so 4.3M vert/s or exactly 3x more than the Saturn example. Doing it one vertex at a time (if you couldn't parallelize for some reason) - that dropped to 2.2M - still faster of the two.
For a 33mhz chip of its era - GTE was - really quite fast.
I think outside of really naive ports - noone would ever do that though.
Though - there's an important other difference here. Saturn could only render 4 point quads (because it was really just deformed 'sprites' as polys).
PS1 on the other hand supported triangle strips (and IIRC fans) which means a quad was still just 4 verts. And a mesh with 500 triangles would be... somewhere around 600-800 verts (triangle-strip efficiency isn't an exact math - you can theoretically approach 1.0 - but average is more like 1.2-1.4 IME).
Now - both machines could use indexing to accelerate transform throughput of the CPU (theoretical optimum with index buffers is 2:1 ratio between Polygons:Verts, though usually closer to 1:1) - but in the end you had to send those verts to GPU in the native format - and that's where Saturn would have to inflate the vertex counts compared to PS1 (bandwidth and memory usage disadvantage).
But it's not all negative - Saturn GPU was actually rated for the number of sprites it could render - PS1 GPU was rated for vertex-counts(so polygon limit would only be reached in 1:1 scenarios). Assuming you weren't bandwidth/mem limited, Saturn could also claw back some advantage there.
The glitch is visible in literally several games and doesn't exist in the other hundreds of games on Saturn!Sega Touring Car
Looks like the title of this thread is aging like milk, and I am sure that PlayStation would prove even better on the next videos. All the extra hardware on Saturn doesn't mean s**** In the end, it was an unbalanced system, just like the N64! Both were one of the worst designed and unbalanced consoles ever.
2 bogus CPUs instead of 1, the weird inefficient quad polys, the system was complicated for nothing.
Show me a screenshot with texture warping on Saturn.
Please!
I have no idea where you got this weird screenshot, but I don't see here texture warping.
I don't see the problem on Saturn.
I wouldn't spot this invisible glitch on Saturn without a microscope.
The glitch is visible in literally several games and doesn't exist in the other hundreds of games on Saturn!
And? It proves, that texture deformation on Saturn:
A) Is absent in 99% of games (99%≈100%).
B) Is present in 1% of games.
C) Barely noticeable, if present.
I have placed a dozen of comparisons side-by-side.so far you have presented no proof of what you said, in fact you even contradicted yourself
I have to question this one - what exactly wasn't straightforward about it?Wrong. Just because developers invested the time to make 2D on the console doesn't mean it was easy nor straight-forward : it wasn't.
There's affine warping all over the scene in that game, especially in background objects. I guess it goes to show people are too used to it (maybe thanks to the PS1 being so dominant) in that era - but it's far from isolated to near-camera.A Yeah I'll say it again you will see warping textures close to the camera
I think you are slightly undercounting PSX numbers (which also assume goraud shading and suffer from less overdraw the more polygons you use and thus the higher overdraw for your forward texture mapping flow) there while looking closer at the theoretical peak of the Saturn and CPUs feeding it as much: (taken from an old B3D thread)
Geometry Transform Engine: (calculated/transformed polygons/sec)
*1.5 million verts/sec
*500,000 polygons/sec
GPU: (rendered, displayed on-screen)
*360,000 flat shaded polygons/sec displayed
*180,000 textured, gouraud shaded, lit polygons/sec displayed
Games that pushed 2-3k vertices per frame and higher were available in PSX’s time too and while you would not map it to polygons 1:1 I would not assume a 1:2 average or so either (also many people now advise that especially to model low detail meshes triangles would probably end up being a more efficient way to define the model).
Nice thread btw: https://forum.beyond3d.com/threads/questions-about-sega-saturn.58086/page-14
Edit: look at John’s latest video…
Looking at the affine texturing issue on PS1 specifically and how they used active division(tessellation) at the near plane to alleviate it, I'm wondering why they didn't use a 3 part Frustum cascade, say part one near = 10, far 40, part 2, near 40, far 100, part 3, near 100, far 1000....
There's affine warping all over the scene in that game, especially in background objects. I guess it goes to show people are too used to it (maybe thanks to the PS1 being so dominant) in that era - but it's far from isolated to near-camera.
But there's a simple reason it's less noticeable in common genres when rasterizing quads:
Ground polygons are the case where a rectangle will avoid the diagonal introducing that extra distortion - most of the time.
It won't look like the 'correct' image (saturn was still using affine interpolation) - but it won't have that line down the middle, which reduces the visible distortion. The moment you rotate the polygon or look at non-flat objects - that advantage is less obvious - bust large majority of genres especially in the 90ies have you facing a lot of flat ground texture ... most of the time. It's also what's usually closest to the camera, amplifying the problem.
Hell it wouldn't be until PS4 era that grounds stopped being mostly flat in 'some' genres (looking at JRPGs in particular).
After watching John's video It feels very much like the Saturn wasn't blocked in quad rendering by fill-rate or polygon transforms alone but by texturing large quads as though the texturing over large skewed areas killed performance
Sato was an idiot. There's no way to forgive him, after he put in all those microchips and at the end of the day Sega Saturn being a weak PlayStation with 15-20fps and worse visual effects. It would have been better to have made the Saturn just for 2D or accepted working with the Silicon Graphics console. Believe me, Sega didn't go bankrupt for nothing.Looks like the title of this thread is aging like milk, and I am sure that PlayStation would prove even better on the next videos. All the extra hardware on Saturn doesn't mean s**** In the end, it was an unbalanced system, just like the N64! Both were one of the worst designed and unbalanced consoles ever.
Please do....there wouldn't be enough popcorn to go round when the resident NeoGaf coding Gods start trying to tell him he's talking shite.Can someone invite this Argonaut founder here to let him explain his statement?
It accelerated clipping - but that process is never exactly - cheap (as the algorithm also involves generating triangles in traditional GPUs). But someone would have to test out the different costs for what you suggest.Was the PS1 GTE able to switch out the Projection matrix cheaply to render from cascade 3 to cascade 1, and back to front with polygons that passed 1 or 3 of the frustum cascade culling tests? and did the GTE clip polygons cheaply?
It is - the same applies to every polygon rasterizer.Really though, isn't that just the fillrate limitation?
Well - there's overdraw (so you'd want more fillrate than 1 full-screen update per frame), and also if you're doing it all through polygons, you may well fill the screen a few times over for other things.At the most ridiculous end of the scale, and I'm not sure what the point of doing this would be, drawing the maximum sized quad
sorry, Sega is that company that almost went bankrupt, right? just so I can be sureWhat is extra in this already ? Nothing.
Both CPUs were there day-one and documented. You didn't have to use both. Bogus ? Lol, these were very capable CPUs individually. Quad polys made as much sense as triangles in a day when 3D was still a novelty on home consoles. It also made sense for a company pursuing both proper 3D AND 2D through hardware, unlike PS/N64 that were natively incapable consoles in terms of 2D, where everything had to be done through software.
But SEGA had not planned to invest a ton of money in marketing to discredit 2D, unlike Sony and Nintendo, who did not have the choice anyway. Quads made sense for SEGA's hardware, as they also wanted those proper 2D layers and sprites functionalities.
Your post is overall the usual ignorant bullshit being spread indefinitely over the internet, do you really want to be a part of this ?
True to some extent, but even later Sega fighters like Last Bronx cut back on some of the elements of VF2 and later Sega racers didn't impress beyond Rally. So I'm not totally sure how much juice we would have gotten on Saturn without an additional board built for 3D which was rumored for a while (especially for VF3). If Saturn held on i do think we would have seen that.Conclusion basically is that... We don't know exactly how much more advanced or how good looking games would have been developed for the Saturn if 6 years down the line (let's say by mid 2000) the console would be in the position Ps1 was, that's being the best selling leading console of the whole industry, receiving tons of games and being top priority for all developers.
Because, by early 1997 Saturn was basically dead, and things were just getting started for Ps1 and N64.
Yeah, Saturn got its very own turbo-nerd cult following in Japan. But that wasn't relevant in terms of mass gaming development, there was the odd hidden gem here and there only for Japan and that was it. Things like Bulk Slash, Taromaru or whatever, mean nothing compared to the dozen similar games you can find on Ps1.
It is much slower at handling 2D this way, instead of having proper tilemaps. This was also the method every developer had been using for years, so of course it was straightforward.have to question this one - what exactly wasn't straightforward about it?
PS1 handled 2d the way every console handles 2d for the past 25 years - you literally just paint the scene.
The old-school acceleration practices around sprites, planes rasters and what not were only adding complexity when it comes to putting it all together - if your entire scene is just a list of sorted polygonal primitive draw-calls, things are ultimately much simpler to manage.
To put it another way - Saturn still required manipulating all the moving pieces either way - 2d or not, so nothing got more straightforward about it.
The one silver lining was that hardware actually did things to improve quality when manipulating sprites on Saturn (distortions, rotations etc had some pixel filtering treatment) but that didn't change complexity any.
One use I know of was in the Resident Evil games for the backgrounds, fitting more of them into RAM/on the disc at higher quality than possible otherwise. That was the apparently the reason the RE2 Saturn port was canned: no equivalent decoding hardware and likely not enough RAM to store uncompressed backgrounds, even if reduced to 256 colours as they were for RE1, or to use as a buffer to decompress into if the backgrounds retained the compressed format. MDEC could decompress directly into the PS1's VRAM AFAIK, so no such buffer was needed.
Just as an additional note, John is rather a Saturn boy akin to Richard Leadbetter and doesn't have a particulary high esteem for PS1 hardware itself by his own admission. He is quite fond of its library though. Didn't watch the video yet but that would be just 'his' layman take on the matter ultimately.
I'm sure someone trie playing it with the wheel. It might've been Pandamonium Games, IIRC they have a video of Touring Car on their Youtube channel and they talked about the controls (and some methods they used to fine-tune them).
One should've included a racing wheel, IIRC.
For a long time I thought that too but I've come across Japanese sales for both PS1 and Saturn and the truth is, PS1 was quickly gaining ground on Saturn there since even early 1995.
Source: VG Sales
1994:
Saturn: 800K
PlayStation: 300K
1995:
Saturn: 2500K (2.5 million)
PlayStation: 2000K (2 million)
1996:
Saturn: 4800K (4.8 million)
PlayStation: 4200K (4.2 million)
So you can see here, yes, Saturn did maintain a lead in Japan over PlayStation from 1994 to 1996, but it was never anything where I'd say they were "dominating" PlayStation at all. It was fairly close and, if you look, it's the early launch shipments that gave SEGA that early lead. Retailers just trusted their name as a console maker more than Sony's at the time, which was understandable, and Virtua Fighter was a phenomenon in Japan during the era.
For both '95 and '96 though, Sony's PlayStation shipments were statistically tied with SEGA's to Japan; it's also worth considering that since PlayStation was performing so much better outside of Japan than Saturn, Sony likely had to curb some stock for Japan to prioritize other markets, something SEGA has less need to do. So it's very possible had Sony prioritized Japan with more shipments in '95 and '96, they probably could have exceeded SEGA's and PlayStation could've outsold Saturn there earlier than '97.
For 1997, Saturn moved another 800K units in Japan but PlayStation sold a massive 4400K (4.4 million) there the same year. That's more than 7x what Saturn did. I'd agree that FFVII was a major factor in helping PS1 see such massive sales. I'd even say SEGA cut short Saturn's sales in Japan that year both due to Dreamcast development (and its planned release a year later) and also something Jenovi mentioned in one of their videos where SOJ deliberately scaled back production of hardware to not report losses in fiscal reports due to unmoved hardware sitting in the channels.
That said, I think PS1's huge sales boon in '97 for Japan was more than just FFVII...it was also just a swell of other great games hitting the system at the time like GT, continued sales for games like RE etc. that helped PS1 see a surge. But even without FFVII, I think eventually PS1 was going to overtake Saturn in Japan, it might've just been 1998 instead of 1997. Having exclusives like RE2 and MGS were going to put it over the edge of Saturn eventually, but it's possible SEGA could've still kept competitive in that scenario between what games they DID release in '98, that 3P were releasing, and if they pushed back Dreamcast while moving some of those Dreamcast titles to Saturn instead.
However, the global situation would've likely made that impossible, so still likely SEGA would've pushed '98 for Dreamcast which would negatively impact Saturn in Japan anyway, and ironically probably give the PS1 a major boost over Saturn. That's even supposing the Saturn got FFVII instead of PS1, which if that happened I almost imagine would have been a '97 Saturn release and maybe would've helped Saturn increase its lead over PS1 to 1 million or slightly more. Even then, you'd still get Dreamcast in late '98, which would damage Saturn momentum in Japan, while games like RE2 & MGS releasing exclusively for PS1 helping close up that gap to maybe at most 300K-500K.
Then '99 seeing even more releases, especially from companies like Squaresoft, Enix and Capcom, probably finally closing up that gap and giving PS1 the lead as SEGA has to juggle between Saturn and Dreamcast. Maybe they catch a lucky break, maybe Squaresoft develop Dreamcast versions of Vagrant Story, Parasite Eve, Einhander but those wouldn't be exclusive; they'd have PlayStation versions as well to guarantee enough market share for sales. I'd still see Sony trying to court Squaresoft BTS though for something like FF VIII, maybe aiding for dev on a PS1 version in exchange for timed exclusivity while Squaresoft work on a Dreamcast version. Maybe Sony start talking about the PS2 a bit earlier, maybe they push for a late '99 launch in Japan instead of March 2000.
Basically I don't see a scenario where the Saturn is effectively competitive against PS1 in Japan any much longer than it actually was, if you remove FFVII from PS1 or even give that a Saturn version (I think it's highly likely PS1 would still get a FF game of some type be it a port of VII or an offshoot, or maybe it's the Saturn that gets the offshoot, whatever). But that scenario might give the Dreamcast a somewhat better chance in Japan against PS1 & PS2, at least early on. But, it'd still come at the expense of Saturn within the same market.
You got a source on that? I'm only recalling from memory the Sega Rally figures from the leaked SEGA fiscal document, so I know in America the game did not perform well overall which really disappointed SEGA of America at the time.
Last Bronx cut back? That came out on 2 CDs and had tons of extra content it went way above Saturn VF2 for features and extra's.True to some extent, but even later Sega fighters like Last Bronx cut back on some of the elements of VF2 and later Sega racers didn't impress beyond Rally. So I'm not totally sure how much juice we would have gotten on Saturn without an additional board built for 3D which was rumored for a while (especially for VF3). If Saturn held on i do think we would have seen that.