3 ms·
I worked with the DreamCast dev hardware for a time back then. The rendering hardware was definitely rather different than typical triangle-based approaches. II
by usefulcat 3y ago
I worked with the DreamCast dev hardware for a time back then. The rendering hardware was definitely rather different than typical triangle-based approaches. IIRC, polygonal shapes were defined by means of multiple intersecting planes. I also seem to recall that it was capable of unusually high frame rates (for the time).
- Narishma 3y agoAre you perharps mixing up the Dreamcast and the Saturn? The Dreamcast had a fairly standard PowerVR GPU.
- grepfru_it 3y agoYes, the Saturn was a different beast. The Saturn also suffered from the PS2 problem, not having a decent developer toolkit. I think the PS2 was floundering hard but the hype was unreal and the dreamcast could not match the PS2 hardware. The dreamcast did offer Windows CE and as such, Microsoft's DirectX APIs.. but at the time PC gaming wasn't as big and console-only developers did not see value in porting between the two. IIRC only a handful of third party games relied on CE. There's probably a lot more I'm glossing over.
- usefulcat 3y agoThis was in 1999, and definitely the DreamCast. I was using one of the Katana dev kits. But I may be misremembering about the the plane-based rendering; I can't seem to find any references to that now.