Saturn Dragon
Member
why?
first time i played dreams i thought "this is the dumbest game ive ever played" and thats still my opinion.
what am i missing?
Exactly.
why?
first time i played dreams i thought "this is the dumbest game ive ever played" and thats still my opinion.
what am i missing?
Good taste ?why?
first time i played dreams i thought "this is the dumbest game ive ever played" and thats still my opinion.
what am i missing?
I'm talking about texture resolution on Saturn that was x4 deficient to PS1 already at performance disadvantage whether they both used their maximums at 128x128 vs 256x256 or performance modes of 64x64 vs 128x128. baking would have been the same as Quake3's lightmaps on both systems, and for dynamic lightmaps they'd need a lit and unlit version so that when moving geometry moved in and out of a light place holder volume, the texels of each primitive in or out of the volume would map differently, or an intermediate texture would have been prepared as a blend of lit and unlit texture texels to fake dynamic light.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
Never said anything like that, so if that's what you're arguing, Idc. And emulators may do a lot more different to real hardware than just draw at different fps. The DF Retro analysis it's taken from is also really superficial, as, again, it makes no real mention of this often massive difference:in this case if it is something that could equal or surpass the PS1 version
Saturn up, PlayStation down. Whole training room and the music room past it, visible on Saturn to the left, and to the right again rendered/visible from the floor below through the door above. Clearly overkill for most of the game but also clearly hampering the visuals in open rooms on PS.
Perfect spot for it with the room past the corridor almost fully rendered on Saturn from the start of the corridor at the timestamp and on PlayStation the blackness only begins pulling back right before exiting the corridor (and other places in this and other videos but that's a good spot for it there).
Bad quality captures/media/whatever (and PAL versions with even more issues common back then) but the massive draw distance differences are perfectly demonstrated.
yes saturn generally has less detailed textures but they can simply use 4 quads instead of 2 triangles and 4 textures instead of a big one, in the demo the outside parts look low res textures to me, inside building they have better textures, maybe is that they simply have a more detailed interior, for example in the first scene in the dojo walls disappear as well as the garage, its clear they are very aggressive removing geometry to save performance and the answer may be they are using too much to get the texture detail they wanted, the game wasn't released to saturn or in another system of the time like psx, so we cannot simply compare 1:1, we cannot compare to tomb raider we can only compare it to itself and only in the videos, saturn can make textures as good as psx but it has a higher cost its just that is not imposible, this cost can be mitigated if the game is more restricted but that is only to save performance its not for a comparison to other console or another completely different game, I dont think is a good comparison, psx is a stronger console so it can theoretically run the game better, and tomb raider works very different and has different priorities and use of the systemI'm talking about texture resolution on Saturn that was x4 deficient to PS1 already at performance disadvantage whether they both used their maximums at 128x128 vs 256x256 or performance modes of 64x64 vs 128x128. baking would have been the same as Quake3's lightmaps on both systems, and for dynamic lightmaps they'd need a lit and unlit version so that when moving geometry moved in and out of a light place holder volume, the texels of each primitive in or out of the volume would map differently, or an intermediate texture would have been prepared as a blend of lit and unlit texture texels to fake dynamic light.
But that still wouldn't explain why the Shenmue demo on Saturn has less blocky texturing than say tomb raider meaning the texture resolution is higher, and to achieve that higher fidelity Saturn needed to take a texture size performance hit, or stick with the same texture sizes and tessellate to x4 the geometry to go up a texture tier.
I wasn't directly arguing that - even though by the thread title that is the context - I was just using it as a point of reference for my assertions in the 'Shenmue demo ran on a devkit with an accelerator rather than stock Saturn' argument.Never said anything like that, so if that's what you're arguing, Idc. And emulators may do a lot more different to real hardware than just draw at different fps.
A complete reengineering.Wondering in retrospect: What would it have taken for the Saturn to be effective at pushing triangles natively?
The things is I intentionally avoided any footage that could have been an FMV like the obvious ps1 Ico video. Also the model of Ryo has higher quality textures, meaning more geometry and more data for all the animation frames, and his model typically occupies 3 times the viewport size of Lara in fast motion in the games where processing is heaviest as scenery is changing, so his overdraw would also be a new negative performance factor as would his animation geometry set and texture data size be an new memory and bandwidth burden. And this why it is a good reference IMO is because in all the data/processing metrics, Shenmue would need vastly more.yes saturn generally has less detailed textures but they can simply use 4 quads instead of 2 triangles and 4 textures instead of a big one, in the demo the outside parts look low res textures to me, inside building they have better textures, maybe is that they simply have a more detailed interior, for example in the first scene in the dojo walls disappear as well as the garage, its clear they are very aggressive removing geometry to save performance and the answer may be they are using too much to get the texture detail they wanted, the game wasnt released to saturn or in another system of the time like psx, so we cannot simply compare 1:1, we cannot compare to tomb raider we can only compare it to itself and only in the videos, saturn can make textures as good as psx but it has a higher cost its just that is not imposible, this cost can be mitigated if the game is more restricted but that is only to save performance its not for a comparison to other console or another completely different game, I dont htink is a good comparison, psx is a stronger console so it can run the game better, and tomb raider works very different and has different priorities and use of the system
Yea good topology helps - although there's also texture changes and other things that play into it. But as I said - for optimizing transforms alone - indexing brings that number even further down (theoretical max is 1 vertex for every 2 polygons). Though that might make the process memory-bound - but it really depends what bottleneck you run into I guess.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.
Hard to say for sure - but my understanding is there was no divide operations on it - so it would do nothing for theoretical maximum I suggested above.How many people / how usable was the Matrix DSP in the Saturn for this?
I wonder if, instead of raising the throughput, it could be used as they suggested in that thread (there is a link to an interview with a dev from Treasure that used it quite a bit) to support more lights/more advanced lighting (as people said on N64 not more pixels but higher quality pixels ).Hard to say for sure - but my understanding is there was no divide operations on it - so it would do nothing for theoretical maximum I suggested above.
Yea good topology helps - although there's also texture changes and other things that play into it. But as I said - for optimizing transforms alone - indexing brings that number even further down (theoretical max is 1 vertex for every 2 polygons). Though that might make the process memory-bound - but it really depends what bottleneck you run into I guess.
Anyway - semi related note regarding this thread, but the notion that 'PSX had no quad support' is also false. It did (much like PS2 did) - they are also literally called 'sprites' by Sony - it's just a primitive that is always screen aligned (no distortion/rotation) so literally just meant for 2d (or screen aligned particles).
It only took 2 vertices to draw a sprite on PS1 though - which made it more effective for its intended use than triangles, or even Saturn's sprites.
Hard to say for sure - but my understanding is there was no divide operations on it - so it would do nothing for theoretical maximum I suggested above.
You could possibly use it to get closer to that number though if other limitations were hit (the thread you linked does suggest it wasn't so easy to keep the throughput).
Anyway while everyone is contributing obscure hypotheticals - here's one on PS1 that did release(but probably noone here heard of) - that is ostensibly closest to actually 'maxing out' hardware (at least in terms of polygon throughput). This game actually hit 200k PPs in practical terms (not just on paper discussions).
It's also... somewhat Shenmue-like in how it played (but not in the look - art budget and style was geared towards very different direction).
How you can deduce that from your blurry, low-res screenshot is quite comical.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.
Anyway while everyone is contributing obscure hypotheticals - here's one on PS1 that did release(but probably noone here heard of) - that is ostensibly closest to actually 'maxing out' hardware (at least in terms of polygon throughput). This game actually hit 200k PPs in practical terms (not just on paper discussions).
It's also... somewhat Shenmue-like in how it played (but not in the look - art budget and style was geared towards very different direction).
It wasn't that bad and it was pushing so many polygons and looking to include all the Model 2 detail I think it was more a case of the game being released before it was finished and SEGA Japan just starting to give up on the Saturn after the mega sales of FF7 and PS overtaking Saturn userbase advantage
Sega Saturn is the king of 15~20fps games, I was going to make a list with the name of the games with the lowest fps on each platform but honestly, almost all PS1 games run at 30fps with occasional drops.
A company putting a weak console on the market without a gimmick is crazy as weak consoles lose their ability to impress customers very quickly, Sega has always made this mistake.
The Sega Saturn can receive ports of all PS1 games but the price is running at 15~20fps, worse textures and worse effects, good job Hideki Sato.
As true a statement as this other one of yours:almost all PS1 games run at 30fps with occasional drops.
Already proven wrong as here:the ps1 version aims for 60fps
Er, no, Powerslave on PS doesn't "aim for 60fps". They increased the cap so it can reach that in the smallest, simplest rooms/corridors/views but that just meant you get a worse moment to moment variance of 60-20fps instead of 30-20fps (or less in both cases of course) and to reach even that, much like Tomb Raider had major cuts in draw distance, Powerslave has major level changes to accommodate additional culling with more walls hiding views, smaller rooms, missing decorations, even missing animations for Ramses' ghostly head providing exposition and directions, so, it doesn't perform better in the same game. Let me guess, just like 2D game animations, backgrounds, foregrounds, effects, performance and loading, here in a mostly full 3D game these cuts also don't matter (but somehow they're not equally "efficient optimizations"when Saturn ports need to do similar cuts as they result in less polygons/enemies/action on screen). Essentially removing any somewhat problematic area is totally the same as doubling the performance in the same scenario! The definitive version was the Saturn's (before the recent remaster that amalgamates both versions' best aspects and adds new stuff) even if they added some decorations here and there in the smaller scale and scope, simpler, more claustrophobic PS levels (and lack of fun bomb jumping shenanigans and analog controls). Way too much bs here, from the usual clowns. Good thing much of it is so well documented you don't have to take the word of a shitposter feigning objective & factual arguments while constantly pushing a certain narrative in bad faith with at best constant stretching of the truth as much as the potential random reader's ignorance allows and fall for it, but you can see it for yourself:
Yep, it hit 10fps as often as 60 in that video (so, once), lol. Smooth. Of course actually explaining and showing the real differences as here or in the (no cartridge) CPS2/2D examples turns someone into a "fanboy". It's so much better to spew vague bullshit like how Powerslave on PS "aims for" double the framerate with no further discussion as the like minded haters and clowns pile on the likes and never look back, busy as they are scrutinising the slightest error of any positive Saturn comment, deliberately burying core points. That's totally rad, it's the objective and full truth that is the fanboy
But sure, keep spewing completely fabricated bullshit like this while using google for 5 minutes to pretend you know anything regarding the technical aspects of the systems or games and having Lysandros and other trolls "like" all this kind of crap, all banking on the fact nobody's gonna bother dissecting each and every one of them because of their sheer volume, Geometric-Crusher . You're like a bipolar toddler emotionally, the first actions of your new alt were 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 within the limits your toddler brain deems borderline acceptable to not be called out as a clown, though you've already gone beyond those limits without realizing.
If you're gonna reply, quote the whole thing, not the last few lines to speak more bullshit over and actually explain your reasoning about your oh so true you bolded it statement regarding Powerslave versions or how what I posted and brought the actual footage receipts for is wrong and not you.
Nothing wrong with lower than 30 fps if the game's worth it anyway, as plenty on PlayStation & Saturn or OoT you praised just earlier, even though that goes directly against your clown tag showing you're just spewing whatever bs fits in the moment even if you said the opposite a minute ago.ok I'll leave the thread, good bye.
Nothing wrong with lower than 30 fps if the game's worth it anyway, as plenty on PlayStation,
Where did I say otherwise? Seems you type just to argue and imply others said something they didn'tConversely going back to PlayStation 3D racers a much larger percentage of them run at 30fps
Where did I say otherwise? Seems you type just to argue and imply others said something they didn't
No, you made a super specific statement when I made a general one. I provided a different example as well, like OoT (or GoldenEye or Syphon Filter or any game folks enjoyed back then) there, maybe you didn't find that worth playing at which point you're free to spew all your disagreements anyway. Others thought it's worth it and thus my statement which didn't make a very, very specific narrowing down to a potentially subjective exception to a general rule, is quite true.You said it was worth it, I disagreed.
Yes, there are plenty less than 30 fps games on PlayStation, feel free to disagree with reality but don't put words in my mouth like making a general statement like this super specific and narrowed to a given genre, style and quality of game you'd personally play.You said there were plenty on PlayStation, I disagreed with that too
Fighters Mega Mix was brilliant I don't know what you are about myself other than the music reset after each round. For the most part the game runs at a constant 60FPS other than the odd bit of slowdown when armour or the 3D background were being smashed, it was bloody impressive to see the game handle all those elements and also include a ton of VF3 moves into the package tooYeah that makes sense to me
The quality of Sega’s output seemed to nosedive after 1996
I was recently playing Fighters Megamix and, oh boy, what a mess.
Why does the music reset each round?
Why are the graphics worse than Fighters Megamix?
Why is it so slow?
Just an example, but there’s others like House of the Dead that just seem to be lazy efforts. A far cry from the incredibly polished efforts they were putting out in 1996.
No, you made a super specific statement when I made a general one. I provided a different example as well, like OoT (or GoldenEye or any game folks enjoyed back then) there, maybe you didn't find that worth playing at which point you're free to spew all your disagreements anyway. Others thought it's worth it and thus my statement which didn't make a very, very specific narrowing down to essentially a subjective exception to a general rule, is quite true. Games less than 30fps can be worth it. Games at 60 or 30fps conversely may not be worth it regardless.
Yes, there are plenty less than 30 fps games on PlayStation, feel free to disagree with reality but don't put words in my mouth like making a general statement like this super specific and narrowed to a given genre, style and quality of game you'd personally play.
Fighters Mega Mix was brilliant I don't know what you are about myself other than the music reset after each round. For the most part the game runs at a constant 60FPS other than the odd bit of slowdown when armour or the 3D background were being smashed, it was bloody impressive to see the game handle all those elements and also include a ton of VF3 moves into the package too
It's not about ''lower than 30fp'' but about 20fps being the peak.Nothing wrong with lower than 30 fps if the game's worth it anyway, as plenty on PlayStation & Saturn or OoT you praised just earlier
So, yeah, like OoT. Duh.It's not about ''lower than 30fp'' but about 20fps being the peak.
Wait, isn't it like an indie game worth $19 at most?oot is an excellent game and has a graphical quality that the Sega Saturn can only dream of.
Anyway, don't see what all this has to do with you making a claim about "almost all" games and me refuting that (ie, siding with reality instead of your fantasy lalaland). Keep it up, I guess.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:
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.
ok I'll leave the thread, good bye.
Now if you think the Sega Touring Car is worth it, that's bad taste, to say the least.
I mean we're discussing tech - not style choices.Not seeing what it does better than other PS games.
I think comparisons to Shenmue here are more in the expansive set of mechanics (from playable arcades to tons of variety in interactions and unique gameplay) and relative free-roaming of the world with lots of NPCs doing their own things etc. Maybe Yakuza would be an even better parallel though - and that often gets compared to Shenmue too.I think Echo Night 1 & 2 are closer to something like Shenmue with being able to move freely (first person only) and examine objects/areas from different angles. Excellent environments in both but amateur character textures in the first one, which the sequel greatly upgrades.
Sure - that aspects gets often overlooked in 'total number of polys' discussions - but then again polycounts were so low in that era that decision to have more vs. quality was not as clear cut as it is today, or even in PS2 era.I wonder if, instead of raising the throughput, it could be used as they suggested in that thread (there is a link to an interview with a dev from Treasure that used it quite a bit) to support more lights/more advanced lighting (as people said on N64 not more pixels but higher quality pixels ).
This wasn't about Saturn comparisons but more the sentiment that 'PS1 was maxed out in 2 years' - which clearly wasn't the case even by generation's end (PS2 launch). The fact we still had commercial releases that 'tried' this hard years later, is just an extra.Again I don't think you're being fair. You're looking to bring up a game that came out after Shenmue 2 hit the Dreamcast.
Agreed - and I argued before this applies to everything, even the likes of GC, NDS or PSP (that were seen as 'easy' to push), not to even mention every other 'hard' console out there.The Mega Drive, PS1 and Neo Geo all show how much more games can advance on a technical level with a good knowledge base and long system development support
I don't see it, I don't think the Dino Crisis characters are any worse if not better models (of course not enhanced with emulation so doesn't look nearly as clean in that video). The various corridors of the complex don't lack in detail compared to the beat em up clips of MGG in that building with human enemies (and actually very short pop in distance there), nor do the offices and other special interest rooms filled with stuff like chairs, computers, screens, or whatever other props. I doubt the few MGG areas (that are often conveniently top-down camera in that video, and even more static in their angle as you clearly see the next set of NPCs pop in after going further up to the next lounge tables or whatever that area is) with multiple NPCs on screen use equally detailed models for them. Better than I'd think but seeing it on real hw as on that link I wouldn't propose it as best PS gfx. And of course simpler textures can need less ram even if they're the same res so it's not just a style difference, in many areas/objects it seems like various props/walls don't have any texture at all, just a solid color that seems more than that because of vertex colors or similar tweaks.The number of characters (and their detail) on screen is easily beyond the high-budget releases that even used FMV bgs
What a mess ? This is a 96 game running high-res mode, with walls, destructible armors, dynamic lighting and a ton of elaborated animations including wall throws. And it has a ton of content on top of it. How is this a mess already ? No surprise this game lead to a sales peak for the console in the USA : it was awesome.I was recently playing Fighters Megamix and, oh boy, what a mess.
This is one of the often put out arguments in the purpose of serving the misconception that Playstation didn't have much 'hidden potential' compared to Saturn. I don't see how anyone can say this in good faith when we have widely known examples such as the the evolution from Ridge Racer to Ridge Racer Type 4 or from Tekken to Tekken 4 with each entry (just to name a few among the countless). I mean the sheer amount of garahical evolution seems near crazy compared to more recent systems. I remember reading the official Playstation magazine back in the day (1999 i believe) when Kazunori Yamauchi stated that the first Gran Turismo only used about 75% of the machine's power in his assessment and the team intended to use the remaining 25% to improve various aspects for the sequel. The editors and i guess the readers like me were pretty shocked at that comment since everyone thought Gran Turismo already maxed out the system.This wasn't about Saturn comparisons but more the sentiment that 'PS1 was maxed out in 2 years' - which clearly wasn't the case even by generation's end (PS2 launch). The fact we still had commercial releases that 'tried' this hard years later, is just an extra.
What a mess ? This is a 96 game running high-res mode, with walls, destructible armors, dynamic lighting and a ton of elaborated animations including wall throws. And it has a ton of content on top of it. How is this a mess already ? No surprise this game lead to a sales peak for the console in the USA : it was awesome.
The editors and i guess the readers like me were pretty shocked at that comment since everyone thought Gran Turismo already maxed out the system.
I can agree with Ridge Racer Type 4 having the best overall graphics (environment lighting/smooth textures especially with stable geometry and some awesome effects llke light trails/motion blur in replays) compared to Gran Turismo minus the cars themselves. But to fair in the matter of racing games the competition was very very fierce on that front on Playstation. Games like V-Rally 2, Colin Mcrea Rally 2 were also at near top in in their own ways.Graphically Ridge Racer 4 is above and beyond both Gran Turismo in every graphical department.
Ridge 4 DID max out the PlayStation
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.Yeah Sato really dropped the ball with the Saturn, especially at a time when Sega’s developers were head and shoulders above the rest with 3D game innovation.
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.
The game uses the high-res mode of the console. I have just checked again (I was sure of it anyway), it does not have scanlines. Pretty sure it is the same with Fighting Vipers. People are mixing everything. Models being simpler than VF2 doesn't make the game 320x240. Looking at my TV, it certainly looks like 640x480 interlaced. This game pushes a lot of pixels, but the console was well designed for these types of outputs anyway. VDP2 fills the majority of the screen with high-res background.It was a 97 game here and certainly wasn’t hi-res
This is one of the often put out arguments in the purpose of serving the misconception that Playstation didn't have much 'hidden potential' compared to Saturn. I don't see how anyone can say this in good faith when we have widely known examples such as the the evolution from Ridge Racer to Ridge Racer Type 4 or from Tekken to Tekken 4 with each entry (just to name a few among the countless). I mean the sheer amount of garahical evolution seems near crazy compared to more recent systems. I remember reading the official Playstation magazine back in the day (1999 i believe) when Kazunori Yamauchi stated that the first Gran Turismo only used about 75% of the machine's power in his assessment and the team intended to use the remaining 25% to improve various aspects for the sequel. The editors and i guess the readers like me were pretty shocked at that comment since everyone thought Gran Turismo already maxed out the system.
It was High Res just not Saturn's highest res and lots of Saturn games used different screen res of the foreground to the backgrounds andIt was a 97 game here and certainly wasn’t hi-res, fighters were rendered in 240 instead of 480 like VF2 and Last Bronx.
Character lighting was also slightly inferior to Fighting Vipers with less gradiants
The game uses the high-res mode of the console. I have just checked again (I was sure of it anyway), it does not have scanlines. Pretty sure it is the same with Fighting Vipers. People are mixing everything. Models being simpler than VF2 doesn't make the game 320x240. Looking at my TV, it certainly looks like 640x480 interlaced. This game pushes a lot of pixels, but the console was well designed for these types of outputs anyway. VDP2 fills the majority of the screen with high-res background.
Also it was a december 1996 release in Japan.
The Saturn also had much smoother Gouraud shading using additive blend where as the ps1 used multiplicative.
Even though multiplicative doesn't produce a smooth gradient it uses half the fill rate and has more contrast so it looks more dynamic IMO. A good example is DOA which shows the difference clearly. Another example of ps1 using lower quality but better overall results.
It uses high-res output, so sharper VDP2 HUD stuff, but the VDP1 resolution used for drawing the models is 320x224. I think Fighting Vipers is the same. The big give away is that they both use Gouraud shading. Using high-res quads like Virtua Fighter 2 did limits them to palletized formats, so no shading.
DoA on the Saturn doesn't use Gouraud shading at all. All lighting is baked into the textures. As above, it uses higher resolution quad rendering so is limited to palletized output with no shading.