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Saturn Was "More Powerful Than PlayStation" Claims Argonaut Founder

RoboFu

One of the green rats
Playstaiton games didn't do 120k polygons per sec in game for a loooong time up until crash bandicot where the dev worked with sony to bypass their vector math api most games could barely push 10k if that. I am not even sure anyone else used the new method to get the full amount.
 
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K.N.W.

Member
What are your sources for higher theoretical throughput on Saturn? There are a lot of speculative/phantasy spec sheets claiming all sorts of inflated figures about it around the net. What specific Saturn hardware would exceed/outperform PS1's GTE geometry capabilities if it 'wasn't limited its by cache' for example?
Have a look at the Shenmue prototype for Sega Saturn, that looks like something PS1 doesn't do, even though framerate is unstable and it's a non interactive demo.
 

Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
Geometric-Crusher, to praise everything Saturn and ask people to boycott nu-Sega in numerous shitty threads/posts until they cave and make Saturn mini & because it didn't happen you now shit on everything they've ever done including Saturn and their Saturn games​
I like the Sega Saturn mainly for games from SNK, Capcom and other devs, really Sega as a producer was uninspired in the 5th and 6th gen, that's why the company almost went bankrupt, believe me if the games were good people would buy the sega's consoles, like me and many others did with the N64, we bought it just to play Zelda Ocarina of Time, a game better than anything Sega made between 94-2001. If you disagree with this, I'm sorry you're a fanboy. When I say I'd swap the Sega Saturn's 3D fighting games for MK4 I'm being honest, MK4 is much more fun.
 

Alexios

Cores, shaders and BIOS oh my!
I like the Sega Saturn mainly for games from SNK, Capcom and other devs, really Sega as a producer was uninspired in the 5th and 6th gen, that's why the company almost went bankrupt, believe me if the games were good people would buy the sega's consoles, like me and many others did with the N64, we bought it just to play Zelda Ocarina of Time, a game better than anything Sega made between 94-2001. If you disagree with this, I'm sorry you're a fanboy. When I say I'd swap the Sega Saturn's 3D fighting games for MK4 I'm being honest, MK4 is much more fun.
Er, then why ever ask (well, demand, like they care you exist, lol) for a Saturn mini, just ask those companies to bring the games back (which they largely have on all sorts of platforms, especially SNK and Capcom, shit you were happy with PS1 ports right in this thread). Always tellin the truth I guess:
ok I'll leave the thread, good bye.
And if you aren't gonna leave (don't care), don't cut & stitch a "quote" (this was in the post, lol). Reply to that post's core point or not at all. At least it's linked for folks to see even if you clipped it just to repeat bs. You'd deserve to get a clown tag every other post, if you didn't already have that 🤡

I'm sure you were tooting the sales=quality horn during the Wii days and didn't call those who enjoyed its gems fanboys lol (as per said tag). The arguments you're repeating like a toddler have zero real logic, it's all strawmen, fallacies and a 5 minute google search with heavy confirmation bias🤦‍♂️

Edit: just remembered you even made a thread asking them to make a NEW console for nostalgic fans (+ their new IP), like, why, what nostalgia when you just want third party games largely available on all platforms with few exceptions that would not support a console? Get a grip or something.
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
Have a look at the Shenmue prototype for Sega Saturn, that looks like something PS1 doesn't do, even though framerate is unstable and it's a non interactive demo.
That Shenmue reminds me a lot version of D2 warp for M2, an fmv rendered at a low frame rate using graphics from the game engine insted cgi. Just a concept, the Sega Saturn doesn't have the power to make a working version of that demo. That's the impression I have.
 

Fafalada

Fafracer forever
However, a significant downside is that this technique does not utilize the Z-buffer
That's far from the only downside.
Anyway virtualizing graphical assets is interesting but it's wholly impractical when applied naively (ie. what this demo does, or Milo, or Rage for that matter).
Eg. what made the Matrix demo work was that it still uses wholly traditional data-replication instead of a ton of unique details - but virtualization is still at the core of getting that level of data density.

Since then, advancements in computer science have led to many new techniques, so a game developed today using modern programming practices and modern art tools would look significantly better.
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).
 

Fafalada

Fafracer forever
From my knowledge, PS1 has less computing power to push vertices
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.

For example on Saturn to render triangles,since it used quads, you had to use a 4 sided polygon with one side equal to zero, that basically means 25% of the vertices were wasted to render triangles.
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.
 
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PaintTinJr

Member
Have a look at the Shenmue prototype for Sega Saturn, that looks like something PS1 doesn't do, even though framerate is unstable and it's a non interactive demo.

According to this site,

the team had already remade it once in order to run on a Saturn that had been specifically EXPANDED with an ACCELERATION BOARD” -Okayasu (citation)

Meaning the video capture was of the game not running on stock hardware and even the devkit had an acceleration board, similar to Ico's video, it doesn't look like much of it was ever on even a PSX devkit, and was mostly just in Lightwave.

Here's the image that has the quote

VEwp9PM.png
 
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PaintTinJr

Member
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).

..
With modelling tools of the time it would have been different like you say, but today with today's tools optimally constructed models with optimally wound polygon meshes sections, you would only pay for the first triangle per mesh section with 2 verts of 3, and then you get 1 polygon extra per extra vertex.

So as an example, a room built of 6 sides, with each side using 40 polygons, you'd only waste 2x6 (12) vertices more than the 240 vertices with an efficiency of 240/252 (95%) if the artists were being conscientious and accounting for every resource in every model and every mesh section.
 
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Panajev2001a

GAF's Pleasant Genius
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).
How many people / how usable was the Matrix DSP in the Saturn for this?


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.
 
According to this site,



Meaning the video capture was of the game not running on stock hardware and even the devkit had an acceleration board, similar to Ico's video, it doesn't look like much of it was ever on even a PSX devkit, and was mostly just in Lightwave.

Here's the image that has the quote

VEwp9PM.png

I doubt the video shown was running on the planned add-on cart and it was made clear in an interview nearer the time the video shown was from a stock Saturn.

Q: Can you tell us a little bit more about the unreleased Saturn version? How long had it been worked on, and did it use the experimental Saturn expansion cartridge or the 4meg RAM card?
A: Nearly two years of work was put in the Saturn version. It didn’t use a booster cartridge nor did it use the 4meg RAM card, so yes, the game was programmed for, and the footage seen as an extra on Shenmue II is from the code running on a stock Saturn

https://www.the-nextlevel.com/features/interviews/am2/



Not that I look to use unreleased games to prove a point. I would say the likes of Gradina Dark Saviour, SEGA Rally, Daytona USA CE and Burning Rangers were great examples of Saturn's polygon pushing power, while not always up to levels of PS1 nowhere near as far behind as some love to make out, much like PS1 2D graphics
 
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Also you can't really compare games as there are a lot of factors involved some which have already been discussed such as the Saturn not ever having a good sdk for developers.

Every gamer should know by now that not every port is treated equally and back then it's even different devs doing the ports. For reference just look at the new mortal kombat arcade and Final Fight games for the genesis which are magnitudes better than the originals even compared to the sega cd versions.

I seem to remember Warp and Treasure saying the N64 SDK was worse than than of the Saturn, but blaming tools is a cheap way out. In the end the best developers would use their own tools and code to the metal or just find a way with the stook SDK back then.

Also, I don't think it's fair or right to use homebrew stuff made now to what developers made back in 1990's given the massive advantage of the knowledge base, art tools Ect and Final Fight isn't magnitudes better on the MD than the Mega CD version IMO
I'm sure if the SEGA Mega CD went back to the game today they'll make an even better version, but you make a good point about different developers handling the ports that was always an issue back in the day (both good and bad)

I just look to compare games made at the time myself, though even that isn;t aways fair given some consoles have a far longer life span and so are able to be pushed more latter on. PS1 and Mega Drive are great examples of this.
I love the Saturn by Vagrant Story was above what the Saturn would be able to handle at anywhere near the same quality
 

Lysandros

Member
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.
Thanks for clearing the discussion in a very precise manner. I always appreciate your posts, plenty of deep technical knowledge and objective assements.
 

PaintTinJr

Member
I doubt the video shown was running on the planned add-on cart and it was made clear in an interview nearer the time the video shown was from a stock Saturn.



https://www.the-nextlevel.com/features/interviews/am2/



Not that I look to use unreleased games to prove a point. I would say the likes of Gradina Dark Saviour, SEGA Rally, Daytona USA CE and Burning Rangers were great examples of Saturn's polygon pushing power, while not always up to levels of PS1 nowhere near as far behind as some love to make out, much like PS1 2D graphics
But the other information came from the game director and the team in Japan, not from

"European Correspondent Ali and his associate Heidi Kemps (a.k.a. Zero-chan) ..... Taku Kihara (AM2 PR team) and Shin Ishikawa (Shenmue II Xbox team leader..."

The latter being a QA tester for Xbox. On the basis they said it was remade for the accelerator expansion card for Saturn, which would be a new Saturn dev kit, and we have no physical discs in circulation or even photographed to show of a stock Saturn version's existence, is that info really credible versus the interview from the link I gave?
 
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But the other information came from the game director and the team in Japan, not from

"European Correspondent Ali and his associate Heidi Kemps (a.k.a. Zero-chan) ..... Taku Kihara (AM2 PR team) and Shin Ishikawa (Shenmue II Xbox team leader..."

The latter being a QA tester fir Xbox. On the basis they said it was remade for the accelerate expansion card for Saturn, which would be a new Saturn dev kit, and we have no physical discs in circulation or even photographed to show of a stock Saturn version's existence, is that info really credible versus the interview from the link I gave?

The interview was done with AM#2 at the time and that's the trouble when you look back decades later you sometimes get facts mixed up I mean even in the recent interview Yu had to remind one of the members of how far the Saturn version actually got and Yu 'GOD' Suzuki himself doesn't seem to remember well the actual cost of Shenmue budget looking back. Thats the trouble of trying to remember stuff decades back...

But the major trouble I had with is that the footage shown of Shenmue running on the Saturn is that, it's nothing beyond possible of a later Saturn title with the skill of budget of one top SEGA Japan team behind it and it looks nothing beyond what a PS1 could do either
Not what I would expect to see from a add-on cart that was developed and made looking to bring Model 3 Virtual Fighter 3 to the home

The bigger shame for me was Sonic Adventure I think that would have looked even better than Shenmue and I'm gutted it was moved up to the DC when Sonic Team had such an amazing engine ready for the Sonic Adv on the Saturn. That game would have pushed the Saturn to its limits and would have been a lovely sendoff for the system

Those are what ifs

I look at games like Dark Savour, Rally Daytona CD, Saga, Grandia, Sonic R and Quake showing off nice 3D polygon handling on the Saturn. Also, it gets little credit but Die Hard Arcade still looks awesome with stunning detailed textures and shows what Saturn could do when you use the VDP1 and VDP2 together and made with the tools and knowledge of what developers had around at the time.
 

PaintTinJr

Member
I do not recall, Rambus did not perfect their design until PS2 and PS3, the contended serial bus in the N64 had drawbacks but I am not sure it was a latency more than a bandwidth problem.
From a communication perspective the contention for a serial bus uses a binary back-off algorithm and traditionally - as would have been the case at the time with bus designs - under heavy load throughput drops to 40% or less as I remembered it from Uni slides (or 30-50% as CoPilot now claims). which is a massive drop off in usable bandwidth and adds latency with every collision and back off.
 

PaintTinJr

Member
The interview was done with AM#2 at the time and that's the trouble when you look back decades later you sometimes get facts mixed up I mean even in the recent interview Yu had to remind one of the members of how far the Saturn version actually got and Yu 'GOD' Suzuki himself doesn't seem to remember well the actual cost of Shenmue budget looking back. Thats the trouble of trying to remember stuff decades back...

But the major trouble I had with is that the footage shown of Shenmue running on the Saturn is that, it's nothing beyond possible of a later Saturn title with the skill of budget of one top SEGA Japan team behind it and it looks nothing beyond what a PS1 could do either
Not what I would expect to see from a add-on cart that was developed and made looking to bring Model 3 Virtual Fighter 3 to the home

The bigger shame for me was Sonic Adventure I think that would have looked even better than Shenmue and I'm gutted it was moved up to the DC when Sonic Team had such an amazing engine ready for the Sonic Adv on the Saturn. That game would have pushed the Saturn to its limits and would have been a lovely sendoff for the system

Those are what ifs

I look at games like Dark Savour, Rally Daytona CD, Saga, Grandia, Sonic R and Quake showing off nice 3D polygon handling on the Saturn. Also, it gets little credit but Die Hard Arcade still looks awesome with stunning detailed textures and shows what Saturn could do when you use the VDP1 and VDP2 together and made with the tools and knowledge of what developers had around at the time.
1GvVwap.jpeg
HEI9h72.jpeg
zIpf9ho.jpeg
2oB6iTU.jpeg


I'm just going by what we can see from the makeup and end result of Tomb Raider and its performance, and then comparing against a shot in the Saturn video that we know was actually interactive gameplay and trying to estimate the comparative polygon counts in the models and the environment, and fx and texturing to see if it is plausible the game would have ran at least at 20fps in the least taxing section of a Shenmue game.

For me, everything in the shenmue shot looks like a midgen refresh - expansion board - away from the technically accomplished results in tomb raider game on Saturn
 

Nemesisuuu

Member
In the case of Playstation and Saturn the most powerful hardware in 3D graphics did win.
It is simple as that, hell - it's not even up for debate, Playstation wiped the floor with competition that generation. While I do like Sega quite a bit and play my Dreamcast and Saturn from time to time, it was 3d what mattered most that generation and Saturn just didn't deliver. Just take a look at something like Wipeout XL/2097, 20fps vs 30fps - playing on Saturn just in this regard is masochistic.
 

Lysandros

Member
Have a look at the Shenmue prototype for Sega Saturn, that looks like something PS1 doesn't do, even though framerate is unstable and it's a non interactive demo.
So your sources for claiming higher theoretical throughput in context of respective hardware specifics affording it was actually was the infamous Shenmue concept prototype (!) running on an expanded Saturn hardware?... I leave you to your buble then. Or else, read Fafalada's post if you are truly interested about the realities of geometry capabilities of each system.
 
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1GvVwap.jpeg
HEI9h72.jpeg
zIpf9ho.jpeg
2oB6iTU.jpeg


I'm just going by what we can see from the makeup and end result of Tomb Raider and its performance, and then comparing against a shot in the Saturn video that we know was actually interactive gameplay and trying to estimate the comparative polygon counts in the models and the environment, and fx and texturing to see if it is plausible the game would have ran at least at 20fps in the least taxing section of a Shenmue game.

For me, everything in the shenmue shot looks like a midgen refresh - expansion board - away from the technically accomplished results in tomb raider game on Saturn

I think you're being deliberately clever... Looking over its been well established that the game was rushed out because of a deal done with SEGA Europe (read interviews with the staff in Eurogamer and Retrogamer)

The 'crunch' hit its peak when Jeremy Heath-Smith came down to the Tomb Raider team to tell the developers that he had done a deal with Sega for the game to come out on the Saturn before the PC and PS1. This meant that the team had to deliver the finished game six weeks before they had expected to. "Can you do it?" Heath-Smith asked. This did not go down well.



https://www.eurogamer.net/20-years-on-the-tomb-raider-story-told-by-the-people-who-were-there


So can we please stop it with Saturn Tomb Raider not being rushed out on here, please ?

Also, Tomb Raider was made by a then tiny UK studio less than 10 staff on the game and basically their 2nd game early in the 32-Bit generation

If you want to try and compare that to a game being made by hundreds of staff at SEGA Japan with the full resources of SEGA Japan and their tech teams behind it and no doubt using SGL 2.3 SDK coming late in the Saturn life, then fine. I wouldn't look to that myself by what SEGA Japan was able to do on the Saturn latter in its life with the likes of Daytona USA CE, Panzer Dragoon Saga, Burning Rangers
 
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K.N.W.

Member
Meaning the video capture was of the game not running on stock hardware
Not sure, Shenmue development was started 3 times: First on Saturn, then on Saturn with acceleration board, then on Dreamcast. We don't know if the video capture is from Saturn or Saturn with some addon.
 

K.N.W.

Member
So your sources for claiming higher theoretical throughput in context of respective hardware specifics affording it was actually was the infamous Shenmue concept prototype (!) running on an expanded Saturn hardware?... I leave you to your buble then. Or else, read Fafalada's post if you are truly interested about the realities of geometry capabilities of each system.

I coded on the machine.
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
I would say the likes of Grandia, Dark Saviour, SEGA Rally, Daytona USA CE and Burning Rangers were great examples of Saturn's polygon pushing power, while not always up to levels of PS1 nowhere near as far behind as some love to make out, much like PS1 2D graphics
the difference is that the 2D games on the ps1 are really as good as those on the Sega Saturn, that's true. But the Saturn's 3D is much inferior and unfortunately the difference can be noticed. If a 3D game has shadows, transparency, 3D water, lighting and run at 30fps on the PS1, Sega Saturn version of the same game will have cuts in all these areas and will run at 15fps-20fps. Things like shadows, transparency and 3D water are made with those ugly and primitive dithering, the lighting effects will be turned off and textures inferior too. that's a huge difference that is easily seen on 3d games.
.
 
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PaintTinJr

Member
I think you're being deliberately clever... Looking over its been well established that the game was rushed out because of a deal done with SEGA Europe (read interviews with the staff in Eurogamer and Retrogamer)





https://www.eurogamer.net/20-years-on-the-tomb-raider-story-told-by-the-people-who-were-there


So can we please stop it with Saturn Tomb Raider not being rushed out on here, please ?

Also, Tomb Raider was made by a then tiny UK studio less than 10 staff on the game and basically their 2nd game early in the 32-Bit generation

If you want to try and compare that to a game being made by hundreds of staff at SEGA Japan with the full resources of SEGA Japan and their tech teams behind it and no doubt using SGL 2.3 SDK coming late in the Saturn life, then fine. I wouldn't look to that myself by what SEGA Japan was able to do on the Saturn latter in its life with the likes of Daytona USA CE, Panzer Dragoon Saga, Burning Rangers
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
 
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RoboFu

One of the green rats
the difference is that the 2D games on the ps1 are really as good as those on the Sega Saturn, that's true. But the Saturn's 3D is much inferior and unfortunately the difference can be noticed. If a 3D game has shadows, transparency, 3D water, lighting and run at 30fps on the PS1, Sega Saturn version of the same game will have cuts in all these areas and will run at 15fps-20fps.
the shadows, transparency and 3D water will be made with those ugly and primitive dithering, the lighting effects will be turned off and textures inferior too. that's a huge difference that is easily seen on games.

Powerslave had much better textures, lighting ,and frame rate than on PlayStation. It was one of the only 3rd party games that the devs really focused on the Saturn port.

Some others..




What you don't seem to comprehend is that every port is not made to 100% of every systems capability which why we are even having this thread. The Saturn was a market disaster and as such even if it had great dev libraries it still wouldn't get much of budget for ports.

Now I thought you were gone from this thread with your nonsense ?
 

Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
The Saturn was a market disaster and as such even if it had great dev libraries it still wouldn't get much of budget for ports.
Commercial success is like an add-on? Let me see if I understand correctly, you are suggesting that if the Sega Saturn were a greater commercial success, this success would increase extra power to the vdp1 (which is objectively weaker than the ps1's gpu by a large margin) and would be able to make the ram 1mb H-ram + 1mb L-Ram work like a fast, unified 2mb ram memory? So, could a commercially successful Saturn overcome the limited vram for textures beyond the 500kb or 750kb to which it is restricted? (the ps1 has 1mb of unified vram) what's more, could a commercially successful Saturn map textures with its quads as well as a console that uses triangles does?

Is this what you are suggesting?
 
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I'm not being clever with it.

I think you are. You're using an early game made by a UK tiny studio that was rushed out. To try and compare that to a late Saturn title made by and with the full backing of SEGA Japan ,is for the birds IMO.
the difference is that the 2D games on the ps1 are really as good as those on the Sega Saturn, that's true. But the Saturn's 3D is much inferior and unfortunately the difference can be noticed. If a 3D game has shadows, transparency, 3D water, lighting and run at 30fps on the PS1, Sega Saturn version of the same game will have cuts in all these areas and will run at 15fps-20fps. Things like shadows, transparency and 3D water are made with those ugly and primitive dithering, the lighting effects will be turned off and textures inferior too. that's a huge difference that is easily seen on 3d games.
.

If you going stir then at least get the facts right. There is no 2D game on the PS1 that comes close to the better looking 2D Saturn titles. Nothing matches Guardian Heroes on the PS1 much less that of Darius Gaiden and for a good laugh play the PS1 version of Darius Gaiden

You type your wind-up without thinking through ... shadows or transparency in a 3D game? Play Street Racer the Saturn and see the Saturn version do that, in stark contrast to the PS1 version, not only does Mass Destruction run at double the frame rate at a higher screen res you also get realtime reflections, unlike the PlayStation version. Play Zwei you'll see lighting, 30 FPS and some of the best water effects in that generation, and it's made transparent for the EP4 boss too, also try playing Kidou Senshi Gundam Gaiden, Scorcher, Ninpen Manaru for nice solid 3D graphics at 30 FPS.

When used right the Saturn could handle decent 3D and push a nice amount of polygons. Not up to the best of PS1 levels, but nowhere near as bad as winds-up merchants like you make out, BYE !!!
 

cireza

Member
Commercial success is like an add-on? Let me see if I understand correctly, you are suggesting that if the Sega Saturn were a greater commercial success, this success would increase extra power to the vdp1 (which is objectively weaker than the ps1's gpu by a large margin) and would be able to make the ram 1mb H-ram + 1mb L-Ram work like a fast, unified 2mb ram memory? So, could a commercially successful Saturn overcome the limited vram for textures beyond the 500kb or 750kb to which it is restricted? (the ps1 has 1mb of unified vram) what's more, could a commercially successful Saturn map textures with its quads as well as a console that uses triangles does?

Is this what you are suggesting?
One of the worst post I have read, blatant bad-faith and pretending you don't understand anything.

Of course a more successful console would have led to publishers investing more time and money, and thus better games. After all, isn't this exactly what happened with the PS2 ?
 

Lysandros

Member
I devised a new metric to satisfy the power needs of some die hard revisionists; the "NCM/s", stands for "Number of Chips per Motherboard per second". According to this utmostly accurate differentiator, the Saturn is undeniably the most powerful system of that generation while N64 is the least powerful. PS1 wanders somewhere around the middle. Case closed. Embrace the NCM/s.
 

damiank

Member
I devised a new metric to satisfy the power needs of some die hard revisionists; the "NCM/s", stands for "Number of Chips per Motherboard per second". According to this utmostly accurate differentiator, the Saturn is undeniably the most powerful system of that generation while N64 is the least powerful. PS1 wanders somewhere around the middle. Case closed. Embrace the NCM/s.
Yea and every newer PSX is weaker from previous one due to chip reduction
 

Daniel Thomas MacInnes

GAF's Resident Saturn Omnibus
Very powerful but too baroque and unpopular to have it shown off enough.

Outside of the Panzer Dragooon and VF games it rarely got pushed.

Whoo! Baroque is awesome on Sega Saturn!

Seriously, though, this is all apples and oranges. Saturn, PlayStation and Nintendo 64 each had their own strengths and weaknesses, and they all pretty much balance one another out. And the differences between PSX & Saturn are minuscule. Those two are the most closely matched rivals in Videogame history.

Saturn’s “Can’t Doo Three Dee” shtick is tired out, not supported by the software libraries, and mostly comes down to those early 1995 software titles. It all comes down to Daytona, frankly. We’ve been over this a thousand times.
 

s_mirage

Member
the absolute maximum limit is 60,000 quads per second or in the stupid conversion 120,000 triangles per second, numbers above that is Sega projecting how many polygons the vdp2 replaces, the official marketing says 500,000 polygons, a lie or maneuver with the numbers like the ps2 and its 66 million pps.

The number I gave is calculated from the equation given in that tutorial document regarding the number of cycles needed to draw a quad on VDP1. The time to draw each quad is directly related to that quad's size, and the figure I gave is calculated using the minimum/fastest quad size of 8x1 pixels.

TIP : The number of cycles required to draw a normal textured polygon is as follows:

cycles = 70 + (x * y * 3) + (y * 5) x/y = Width/Height in pixels

An 8 by 8 textured polygon can be drawn in 302 cycles (using above formula).

TIP : Adding Gouraud shading increases the time to around 530 cycles.

A provisional formula for Gouraud shaded sprites is as follows:

cycles = 302 + (x * y * 3) + (y * 5) x/y = Width/Height in pixels

Where's your 60000 figure coming from?
 

PaintTinJr

Member
I think you are. You're using an early game made by a UK tiny studio that was rushed out. To try and compare that to a late Saturn title made by and with the full backing of SEGA Japan ,is for the birds IMO.
...
I'm not judging team size, performance or whether it was rushed. The assets are of very good quality vs the Saturn technical specs when decomposed in Esppiral's video.

Taking into account the things I'm talking about, rather than those you are asserting I'm talking about. How exactly would that tomb raider be vastly improved visually - assuming frame-rate was 30fps?

Lets take the scenario we said it is just the texturing that needed to improve in quality, you'd need x4 the quad count on everything, meaning x4 the transforms on the CPU cores, x4 the memory storage or bandwidth for those x4 bigger textures to be used, and x4 times the overdraw wastage. If you were then going to also benefit from more better curvature by using those x4 more quads, then you'd also need x4times more quad sorting done on the 2nd CPU.

Am I being unreasonable to think no team size was going to find ~x10 the processing resource extra over what was used in the released game - when that's from an assumption that's not even finding more gains to fix performance?
 
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Alexios

Cores, shaders and BIOS oh my!
Taking into account the things I'm talking about, rather than those you are asserting I'm talking about. How exactly would that tomb raider be vastly improved visually - assuming frame-rate was 30fps?
Why do you want to improve Tomb Raider? Even on PlayStation it has both improvements and reductions to get that final result. Why even assume 30fps? Shenmue clearly runs way, way worse in the tech demos (but it would have been perfectly fine for the things it'd offer instead of framerate had it ever released back then, OoT style) and hell, so does Tomb Raider in many spots. Idk why you're choosing snapshots of the very first area like that's the whole game, in either quality or performance anyway, even the training room shows more complexity (but lol @ using emus to judge anything about real hardware), never mind areas like St. Francis' Folly (this is a rough PAL version video regarding a save bug but it speeds past some nice views, playthroughs I found of the US version are like speedruns and beeline all the jumps etc. without any looking around) that include both way, way more complex geometry and may have several enemies lurking and roaming and other interactive and moving elements on top. In your Shenmue shot there's nothing even impressive there, it's a simple area with like one equally simple extra detail element making it more than a plain square (the corner pillars or whatever, everything else is painted on). You're just assuming Ryo's backside has a crazy amount of polygons but it's not like that model would be as seen in the in-engine cut scenes with detailed hand, facial and eye expressions etc. and I doubt that would be real time lighting from the window to the walls, just textures, I don't think any game that era has that detailed lighting/shadows to actually take the shape of the window with the gaps and everything and if any do they're definitely the exception (Vagrant Story has some such things like railings in front of torches or fireplaces or similar casting a shadow on the floor but that's also obviously a texture and the small cubic areas of the game like FFT on steroids also helped with texture variety potential in this manner), I don't think anyone expected that to be the case. Hand placed varied textures to fake it in otherwise way smaller scope and scale indoor areas like that (hell even nowadays we have games where indoors have better dynamic in this case lighting than outdoor scenarios) certainly seems doable, if painstaking as everything manual is vs modern automated real time lighting systems.

But okay, back to how some early title, a studio's 2nd game on it, one of the very first in this full 3D open roaming style granting it and its series a higher than legendary status (on the platform it reached later, lol) for video games, maxed one of the according to this thread most difficult to develop for systems, because you analysed an emulator shot and spec sheet (yet these geniuses somehow didn't max the easy to develop for PlayStation with their same-era games which are super close on both systems yet still did way more with sequels and other games on that eventually, it's magic) 🤷‍♂️
 
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nkarafo

Member
According to this site,



Meaning the video capture was of the game not running on stock hardware and even the devkit had an acceleration board, similar to Ico's video, it doesn't look like much of it was ever on even a PSX devkit, and was mostly just in Lightwave.

Here's the image that has the quote

VEwp9PM.png

Frustrated World Cup GIF
 
I'm not judging team size, performance or whether it was rushed. The assets are of very good quality vs the Saturn technical specs when decomposed in Esppiral's video.

Taking into account the things I'm talking about, rather than those you are asserting I'm talking about. How exactly would that tomb raider be vastly improved visually - assuming frame-rate was 30fps?

Lets take the scenario we said it is just the texturing that needed to improve in quality, you'd need x4 the quad count on everything, meaning x4 the transforms on the CPU cores, x4 the memory storage or bandwidth for those x4 bigger textures to be used, and x4 times the overdraw wastage. If you were then going to also benefit from more better curvature by using those x4 more quads, then you'd also need x4times more quad sorting done on the 2nd CPU.

Am I being unreasonable to think no team size was going to find ~x10 the processing resource extra over what was used in the released game - when that's from an assumption that's not even finding more gains to fix performance?


No, you are not. You compare what SEGA Japan In-House teams were able to do later with the Saturn to their early stuff and its night and day difference. VF on the Saturn to VF 2, Victory Goal on the Saturn to World Wide Soccer, Daytona USA on the Saturn to Daytona USA CE, Gale racer on Saturn to Sega Rally , WSB 2 to WSB 98

Yet, you want to bring up an early Pal rushed out Saturn game made by a tiny British studio with less than 20 staff working on it and I doubt using any of the SGL SDK from SEGA and where Paul Douglas even told EDGE mag how less than 3% of the code was optimised for Saturn, the rest of the code was C
You must know to get the best out of the Saturn you had to put your assembly hat on.

I would say having the sixweek crunch period with the members working 6 days a week 14 to 17 hours a day they could have been able to get the game up to mid 20's for FPS on Saturn.
It wasn't like there was a massive difference with CORE's next game Blam Macinehead on either system other than Saturn mesh effects was there?
 
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Geometric-Crusher

"Nintendo games are like indies, and worth at most $19" 🤡
The number I gave is calculated from the equation given in that tutorial document regarding the number of cycles needed to draw a quad on VDP1. The time to draw each quad is directly related to that quad's size, and the figure I gave is calculated using the minimum/fastest quad size of 8x1 pixels.
Where's your 60000 figure coming from?
the number you got (289.000 qps) refers to vdp1 isolated from the other chips in a theoretical condition.

The number I gave is based on the actual equipment and its cpu and vram limitations (which can only store 2,000 quads mixed, sprites and gourad) the number you got needs almost 5,000 quads per frame . The games that reach this peak are Sonic R and an NBA game, although it was not Analyzed by the homebrew community, the game dark savior claims 120,000 polygons (60,000 quads)

For this calculation you need the number of polygons per frame x frame rate x 1.5 (for polygons processed but not used in the frame)
highest polygonal count used achieved in a frame was 1,620 quads, in real world games 1,400 but it's that detail , the more polygons in the frame the less frame rate, so between 1000 and 1300 are the limit for high performance games (30fps) which gives between 45k and 60k quads or 90,000 and 120,000 triangles.
 
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PaintTinJr

Member
Why do you want to improve Tomb Raider? Even on PlayStation it has both improvements and reductions to get that final result. Why even assume 30fps? Shenmue clearly runs way, way worse in the tech demos (but it would have been perfectly fine for the things it'd offer instead of framerate had it ever released back then, OoT style) and hell, so does Tomb Raider in many spots. Idk why you're choosing snapshots of the very first area like that's the whole game, in either quality or performance anyway, even the training room shows more complexity (but lol @ using emus to judge anything about real hardware), never mind areas like St. Francis' Folly (this is a rough PAL version video regarding a save bug but it speeds past some nice views, playthroughs I found of the US version are like speedruns and beeline all the jumps etc. without any looking around) that include both way, way more complex geometry and may have several enemies lurking and roaming and other interactive and moving elements on top.
That's great and all, but it still doesn't detract from my point where the rushed release, small team and unoptimized argument is used, but that is only valid if it gives you something back that's extra, in this case if it is something that could equal or surpass the PS1 version, which in this case, we take performance out of the equation so Who cares if what I took screenshots from was running at 15fps or 120fps on the emu, the only way to get something extra is to improve the visuals.

On the Saturn we either need to increase texture quality by non-interpolated (x4 geometry) tessellation, increase geometry detail by tessellation, or both, and as I previously explained the multipliers for each are beyond beta to release optimization IMHO, which is what would be required to get the Shenmue Saturn demo running on stock Saturn hardware.

In your Shenmue shot there's nothing even impressive there, it's a simple area with like one equally simple extra detail element making it more than a plain square (the corner pillars or whatever, everything else is painted on). You're just assuming Ryo's backside has a crazy amount of polygons but it's not like that model would be as seen in the in-engine cut scenes with detailed hand, facial and eye expressions etc. and I doubt that would be real time lighting from the window to the walls, just textures, I don't think any game that era has that detailed lighting/shadows to actually take the shape of the window with the gaps and everything and if any do they're definitely the exception, I don't think anyone expected that to be the case. Hand placed varied textures to fake it in otherwise way smaller scope and scale indoor areas like that (hell even nowadays we have games where indoors have better dynamic in this case lighting than outdoor scenarios) certainly seems doable, if painstaking as everything manual is vs modern automated systems.
I didn't say it was impressive - PS1 could easily have achieved that - but the requirements for Saturn to achieve that with texturing being such a performance hit compared to PS1, the texture quality in that demo are above Tomb Raider, and as I've already set my stall out, it would need 4x the geometry detail non-interpolated to get that increase, despite having more taxing geometry on display, and not because I think there is vastly more geometry in that playable Shenmue screenshot, but because Ryo's on screen size and texturing means there is more overdraw by his larger on screen projection and there is more geometry in his model because of the detailed texturing on this model by comparison to Lara.

And the lighting looks per vertex dynamic, which again allegedly hits performance, and even if not and baked reinforces my assertion that the texturing is at a level beyond the Saturn without a addon accelerator board.
But okay, back to how some early title, a studio's 2nd game on it, one of the very first in this full 3D open roaming style granting it and its series a higher than legendary status (on the platform it reached later, lol) for video games, maxed one of the according to this thread most difficult to develop for systems, because you analysed an emulator shot and spec sheet (yet these geniuses somehow didn't max the easy to develop for PlayStation with their same-era games which are super close on both systems yet still did way more with sequels and other games on that eventually, it's magic) 🤷‍♂️
You massively underestimate the ingenuity of development at the time (particularly British development where they were ahead of the curve) back then and the push towards more 3D experiences since games like the Skull on 48K Spectrum, Argonaut Software doing Starglider on ST/Amiga(eventually doing the mode 7 SuperFx chip on SNES) or Elite, 4d Sports Series, Hard Drivin,etc and the game on Saturn and PS1 is consistent with what they released on PC as I recall at the time, pretty sure it was prior to console release, so both version IIRC were ports of a finished PC game that ran on PC CPU with 2D accelerators, so hardly the rush job of an unfinished game debuting early on a launch platform.
 
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AGRacing

Member
I think this conversation is more about achievable potential than raw power on paper.

We got to see insanely optimized PS1 stuff due to its popularity. The current Saturn “Unreal” port visuals that have been floating around the home brew community are pretty incredible in a number of ways as well. To me that’s probably the best example of visual potential along with Sonic Racing.

Its abundantly clear though that in a competitive environment like the one that saw these consoles… PlayStation offered the easiest and least time consuming path to something that looked really good.

And when I was 15 years old walking into EB Games to BUY a Saturn, but then changed my mind when I saw demos of Ridge Racer and Destruction Derby on the screen, this was overwhelmingly important.

I do remember when Sega recovered quickly and offered Saturn with the 3 game bundle how much better things looked for the machine at that point… but only better relative to their own launch. Not vs. PS1.
 
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I didn't say it was impressive - PS1 could easily have achieved that - but the requirements for Saturn to achieve that with texturing being such a performance hit compared to PS1, the texture quality in that demo are above Tomb Raider, and as I've already set my stall out, it would need 4x the geometry detail non-interpolated to get that increase, despite having more taxing geometry on display, and not because I think there is vastly more geometry in that playable Shenmue screenshot, but because Ryo's on screen size and texturing means there is more overdraw by his larger on screen projection and there is more geometry in his model because of the detailed texturing on this model by comparison to Lara.

And the lighting looks per vertex dynamic, which again allegedly hits performance, and even if not and baked reinforces my assertion that the texturing is at a level beyond the Saturn without a addon accelerator board.

by late in the gen there was generally more baked light/shadow details in textures generally as was a cheap way to improve graphics, saturn devs were going to try to go that way too, maybe they have a technique were they mix 1 bit or more texture masks to certain textures to make the backed shadows, it was particularly uncommon in saturn games but that doesnt mean its above what it can do in fact textures doesnt look particularly higher res and seems to use that shadows only in certain parts, also tomb raider 1 is particularly wasteful in texture space, in PSX at least it keeps the loading screens in memory when playing, it can easily improve the variety of textures many times by replacing them
 
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