Originally Posted by
Barone
I don't think so. That's a full single plan effect, it doesn't adapts to the form of the objects. It's pretty much 2D, I don't see how it could be adapted to do that.
You could use some more metallic looking to it, similar to what King of the Spirits 2 does though. I don't know the costs but it certainly doesn't come for free.
You should be. Those games are nowhere near to be close in terms of polygons.
I'd be very surprised if, at any given shot, Sega Rally reaches 50% of the polygons used in WDC.
A tad? No way.
A "tad" would be something suitable to MRC cars, but not WDC ones. WDC cars look very similar to GT/GT2 cars which are said to use around 300 polygons. I'd be impressed if the Sega Rally cars go up to 200 polygons. And, remember, you never have 8 of them in the same shot like in WDC.
You're talking about cardboard and 2D stuff mostly.
Go watch some WDC videos. There are full blown 3D aircrafts at the trackside or in your face during the race, zeppelins, waterfalls, etc. The guardrails and fences aren't blocky cardboard stuff either.
No, man, hell no.
Sega Rally turns aren't really smoothly design like most of the WDC ones. That's more evident on Daytona USA CE (which is supposed to use the same engine of Sega Rally).
To smooth out the turns you need more polygons.
To make the track wider looking you need more polygons.
To have proper 3D fences you more polygons.
To put something beyond the fences other than vacuum you need more polygons.
To show the rooftop of the buildings you need more polygons.
To have rounded mountains instead of rocky (blocky) ones you need more polygons.
To have proper looking castles and over-the-bridge architecture you need more polygons.
To have bridges over the main track you need more polygons.
To have trains and trucks running over those bridges you need more polygons.
To have skid marks for each tire you need more polygons.
To have real time shadow casting for all cars you need more polygons.
To have longer draw distance you need more polygons.
To have 8 cars in a single scene instead of 3 you need way more polygons.
And to texture all that extra shit you need a lot more fillrate than the Saturn actually has.
Again, go check Daytona USA CE. When the screen gets crowded with cars and track scenery, the scrolling speed is noticeably reduced (that's why a lot of people complain about the speed sensation in that game); that's you're 16-bit wide texture RAM saying "hi!"; that's fillrate limitation.
Sega Rally and WDC aren't close, by any means. And they shouldn't be.
There's a 1.5 years gap between the hardware and a 3.5 years between the software. That's a lot.
Compare Sega Rally to MRC, there's a lot more similarities.