Nz17 wrote:After all, Bangai-O! was already good at handling a ton of on-screen sprites at once and tracking off-screen objects as well. I'm sure nearly two decades of additional Dreamcast game-dev research can see a game with a high number of sprites work well.
Object tracking is no issue here. That should require only minimal processing power for a game like Slipstream.
However... Bangai-O's sprites are generally very tiny. There is a relatively small amount of overlap. Slipstream's sprites reach sizes beyond the height of the screen, and from the videos I get the impression that there are enough of them to fill the screen several times over. That's usually a fast route to hitting the GPU's limits.
I'm not saying it's necessarily a problem, though. In fact, I think Slipstream is well within the range of the Dreamcast's capabilities. But depending on the current implementation, it may require some concessions and/or optimisations.