
Originally Posted by
SegaAMD
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I noticed you compare polygon counts as proof that such games would be possible on the Dreamcast (Maybe they could who knows) but something got me thinking, as you may know MGS2 was developed for the PS2 using all the strengths of the ps2 including physics, particles and frame buffer effects all this aiming for a 60fps target (which is solid for most of the game) see, not even the Xbox did well with this type of game, being in this specific game worse in textures, buffering effects and frame rate, being better only at 480 resolution. Explanations range from Konami's accusations of poor programming to the fact that the ps2 have a higher fill rate, there are many doubts as to why the game was not at least equal, but I don't want to focus on this version. Twin Snake is a MGS1 remake using features present in MGS2, since when I saw it I didn't know the polygon count but I knew it was a graphically inferior game to MGS2 even though it was exclusive to a more powerful console, a 2004 game. I mean there is a reason for these games are so demanding,you know these consoles have more powerful cpu/gpu/memory/media . I have a hard time imagining a 30fps Dreamcast version of Twin Snake, as the GC game itself despite being 60fps clearly spends most of its time closer to 30fps than 60fps. I think this type of game cannot be underestimated, MGS: TT is one of the few GC exclusive games to run in 512x448 instead of the traditional 640x480. these are some details that need to be considered in addition to polygon counts.