DCUltrapro wrote:don't know what your talking about mate, the Dreamcast was a native 60fps machine, the only one in existence at the time, the PS2 and original xbox couldn't do 60, Jade Empire ran at a shock 30fps!! Not sure where you got the idea that a game ran on the DC lower than 60fps. I mean correct me if I'm wrong someone but I'm pretty sure thats the whole reason why the Dreamcast graphics were always so crystal clear. but thats just me
Uhh, what? The dreamcast is not the only 60 fps machine....There plenty of games that ran at 30 and below on the dreamcast.Maybe you have some things/terms mixed up?If anything there a TON of 30 fps game on the dc.The ps2 and xbox do have games that run at a silky smooth 60 fps just like the dreamcast.Dunno where u got those weird ideas from...
Lemans doesn't actually do environment mapping on the cars. If you move to the in car view which shows your hood, you can easily see that it is a repeating texture which repeats slower or faster depending on your speed. If you pass underneath an overpass, it does not reflect the overpass. Finally, it is the same repeating texture on every track - the texture always shows some crowd stands and sign posts, even when there are none in your surroundings XD
t does look really nice from a distance, or if you don't pay a lot of attention to it though. I think Vanishing Point and TXR2 (Maybe Daytona too, I've never played it) also did the repeating texture trick rather than environment mapping, (drive into a dark tunnel in VP and your car will still be reflecting shiny lights) however the repeating textures on the cars in those games were more generic light beam kind of textures.
Would environment mapping really take that much memory?I mean its only 1 extra texture isnt?Wasnt spherical environment mapping a touted feature on the dreamcast hard ware? I mean of course it wouldnt reflect anything, its just a texture, isnt that how spherical environment map works?Using a texture that approximates the enviroment?