Note I said capacity.
It could do more polygons, but it was difficult to extract the full amount.
No it wasn't, dude. No offence, but you don't seem to understand computer hardware, specifically graphical output at all. The PSone could NOT render more 3D than the Saturn could. The fact that it commonly did, is completely attributable to the Saturn's over-complex architecture, and nothing to do with the PSone being being able to render more 3D. Look at a few in-house SEGA games to see what I'm talking about.
Better yet, Google 'Shenmue Saturn' and watch the video. It's a video showing the unreleased Saturn version of Shenmue, which was later scrapped in favour of a Dreamcast version. In the video, you are treated to real-time footage of Saturn Shenmue which, if you watch it, is pretty fucking amazing. Note that the footage is of an un-released, un-finished game. Had it been finished, you could expect it to look even better.
The Saturn was actually superior to the PSone, even in terms of 3D. It was just never realised by most development teams, who struggled to wrap their code (and their brains) around the Saturn hardware. This became evident in early games, as the PSone versions commonly came off better. This lead to the PSone becoming more popular.
This situation worsened as time went on. As the PSone took dominance, and the Saturn lagged behind, fewer and fewer Saturn games where actually made for the Saturn, but were instead, sloppily ported to the machine. This meant that alot of Saturn games started to look like a very pale shadow of the PSone version.
The fact remains, the Saturn is capable of rendering more 3D than the PSone, and is superior in pretty much every way. It just wasn't designed very well, and nobody but SEGA could get great 3D results from the machine. Well, almost nobody. The Saturn version of 3D Realms' Duke Nukem 3D is vastly superior to it's PSone counterpart. Also, Quake saw a Saturn release, yet id (the game's creator), time and again, said that it could not be done on PSone.*
Yes, if you look at spec sheets, the PSone is 'able' to render more polygons per second than both the Saturn and the N64. The latter should be an obvious clue that this is nonsense. Sony (and Microsoft) base their spec sheets on THEORHETICAL information. Specifically (in relation to this argument), they run simple polygon demos through their lovely new hardware to come up with their polygon per second figure.
A polygon demo is a piece of software that only asks the machine to render as many polys as it can, nothing else. An actual game isn't just pure polygons, is it? It's textures, AI, sound, control, and all the rest of it. All of these things eat up alot of system performance. Therefore, the system can not devote itself to rendering polygons, as it can when a simple polygon demo is run on it.
Thus, you shouldn't pay too much heed to Sony's spec sheets, even with the PSone. SEGA and Nintendo have always released 'real-world' data for their spec sheets. What this means, is that they have run complicated graphical tests through their machine, which take into account all of the conditions that games run under. Thus, their findings are infinitely more accurate.
Ever wondered why Dreamcast games don't look ten times more jagged than PS2 games, even though the Dreamcast is only capable of 6 million polys pers second max, while the PS2 is 'capable' of 60 million+? I rest my case.
*Yes, I'm aware that Quake II made it to the PSone in it's twilight years. However, Quake II is a completely different game, the PSone version of which is fucking awful, and not even comparable to other versions.
The difference with the original Quake, is that the game's then designers refused to release a ruined version of their game for PSone. It seems that Quake II had a different development team (but still within id), who weren't so scrupulous.
The textures on PS1 were awful, but then again its hard to judge exactly as the N64 had the benefit of Cartridge loading, which made it easier to stream more varied textures.
Well, you're on the right kind of track, there, but you're still not right. Yes, the N64's cartridge system was far superior to it's peers' various CD-Drives, in terms of loading. However, N64 cartridges held but a fraction of the amount of data that PSone/Saturn CD's held. This was very detrimental to things like textures, sound, and Full Motion Video (which was only seen towards the end of the machine's life, through advanced compression techniques).
While the N64 hardware was capable of displaying much higher quality textures than the PSone (and Saturn, to a lesser extent), thanks to it's higher video memory, the extremely low data-storage-capacity of the cartridge media that the games came on, meant that, while the textures could be greater quality, their couldn't be very many of them. As time went on, when catridges with higher capacities, and advanced compression techniques were introduced, this problem became less apparent.
However, if you look at some early N64 games, you can see what I'm talking about. Designers had to be very careful. While the hardware was capable of some dazzling things, the storage media wasn't up to scratch for the task. It's no good designing elaborate, high-quality textures, if it you can't fit them all on the cart. In many early games, what you actually got was PSone-quality textures, that have merely been put through bi-linear filtering (smoothing).
That's why alot of earlier N64 games that, while geometrically smoother than games on other systems, they tended to look very bland and repetitive. Body Harvest is a nice example. In terms of 3D, I doubt the PSone could have handled it. However, I swear ALL the grass is the same 4foot-square texture, repeated over and over again. Many other N64 games fit this description, also.
As I said before, as time passed, this became less of a problem, due to Nintendo's reluctent release of higher-capacity carts (and due to some heroic feats of compression, and general coding genius by various development studios). Also, the Expansion Pak played no small part in defeating the 'Blurry N64ishness' of earlier titles.
Why does Perfect Dark look three times as good as GoldenEye? Yes, it's game-engine is more refined, and it's able to throw around a few more polygons, but the reason is due mostly to more varied, higher-res textures, afforded by the bigger cart, better compression techniques, and the Expansion Pak. In fact, a better example is Majora's Mask.
The game-engine in Majora's Mask is not much refined from OoT's, it is, but only a little (certainly not to the same astronomical level of Perfect Dark Vs GoldenEye). It's not displaying a great deal more polygons. Generally speaking, the geometry in Majora's Mask is nearly equivalent to that of OoT. What makes everything look so much more vibrant, is the greater variety, of higher-quality textures on display. I'd love to have seen a re-released OoT, taking advantage of the Expansion Pak, but that's for another thread.
And PS1 was certainly more capable at 3d than the Saturn, although the warp effect was a pain in the ass on many games. I recall it was particularly bad on Destruction Derby 2.
It wasn't, man. It was easier to get something (in terms of 3D) out of the PSone, than it was to get the exact same thing out of the Saturn, but the Saturn was capable of more.
But yes, the Saturn was technically a more powerful machine, especially at 2d.
It's interesting to note that the stock Saturn had as much RAM as an un-Exapanded N64, and the Saturn with the RAM cartridge had as much RAM as an N64 with the Expansion Pak installed! Cripes! Although, the N64's RAM configuration was undoubtedly more efficiant.
Just a shame that they got the number of sides in a polygon wrong, and didnt make a more coherent chipset that would have allowed programmers to take full advantage of what lied beneath it.
That's the interesting thing, you see. The Saturn didn't technically render any polygons AT ALL. Thing is, the Saturn's 3D capabilities were designed around using Quads (basically a square, not a triangle like Polygons). In fact, the Saturn was optimised for, and meant to use Quads for 3D rendering.
This is the part that backs up my whole post. You see, most developers had already been using Polygons (or 'triangles') for years, and had become accustomed at how to use them. Most developers didn't embrace Quads, and demanded that SEGA adapt the Saturn SDK to accompany polygons. SEGA bowed to this pressure, naturally. That is where Saturn games truly suffered. Most Saturn games are force-rendered in polygons. Given that the machine is made to render Quads, it's hardly suprising that it's polygon performance isn't up to scratch, as it was never really meant to render them at all.
The best looking Saturn games, which are rendered using Quads (Shenmue Saturn can undoubtedly be counted among these), are head-and-shoulders (graphically) above anything I've ever seen on PSone. Ever.
I should say, at this point, that I'm not a PSone hater of any kind. Not at all. As is conceptually, and by design, the greatest console of it's generation. Arguably the greatest ever. I mean, it delivered to both the consumer and the developer exactly what they wanted. I mean, if you think about it, you can't actually do any better than that.
Back in it's heyday, you never really heard any developers complaining about the PSone's hardware, and you certainly didn't get any major complaints about the games from consumers. In fact, the only complaint that was ever levelled at the PSone, as far as I can remember, was by Capcom. They were dissapointed with the machine's 2D performance, and felt that were ignoring 2D games. That's it.
This was not really a problem for the PSone. It was at a time when no-one really cared about 2D games at all. Everyone wanted 3D. More and more 3D. Which brings me back to what I said before- giving the developer and consumer exactly what they want. The original PlayStation was conceptually perfect, and delivered to the market at the perfect time, riding the wave of the 3D revolution, and creating the videogames industry we all know today.
Like it or not, things wouldn't be the way they are now, without the PlayStation. There'd be no multi-million dollar gaming epics, no casual gamers, and there certainly wouldn't be like, three or more dedicated gaming stores in your local highstreet. In fact, you'd be lucky to have one.
It's all about giving the consumer and developer what they want, and not being over-ambitious with impractical features/capabilities. SEGA learned a hard lesson with the Saturn. It's no good making a console that's more powerful than the competition, if most of your games look half as good.
SEGA didn't make the same mistake with Dreamcast (they made a whole load of different ones!). I can remember at least three interviews with games industry big shots, not long after SEGA ceased hardware production, lamenting the loss of the Dreamcast, because it was such a fucking lovely console to make games for. Two of those interviews went on to curse the horridness of the PS2 architecture in the very next paragraph.
Now that Sony have created a dominant brand, they can be abit more stubborn. They can make developers bow to their demands, instead of fighting to win them, like they would of had to back in 1995. You can see it in the next-generation. Nintendo are striving for an extremely developer-friendly console, as are Microsoft, to a lesser extent (MS are straddling a very fine line between developer-friendly, and raw power).
Sony, on the other hand, don't have to. They are where it's at. I mean, come on, look at the PS3's design. Just look at it. From a conceptual and design point-of-view, it's a fucking joke. A seven-core CPU? Sorry, aseven-core CPU which doesn't have on-board syncronization, to keep itself in time with itself? LOL. Sony's RD Dept. have clearly been on crack since '95. And fair play to them. They did the right thing, and delivered the perfect console at the right time, and now they are the boss.
"Ju don't lak PS3? Well fuk ju! Don't fucking make PS3 games, ju fucking prick! See if we care! Don't come crying to us when ju go into liquidation, and ju're bought by EA..." - Sony
[/fucking annoying geeky nerd, who's shit with girls, and people in general, has no friends, and always finds himself confined in his own locker, with his underwear stuck up his arse...]
See, I'm a veritable fountain of knowledge. Especially when it comes to anything SEGA-related. Which is why I'm the Supreme Overlord of Sega Army
( Edited on 06.03.2006 03:42 by Oni )