AtomicPunk wrote:Im not sure someone is porting it to 3ds even so people have been porting GTA 3
Interesting notes on Dreamcast comparison
“ While the PS2's CPU–GPU transmission bus for transferring polygons and textures is 50% faster than the Dreamcast's CPU–GPU transmission bus, the DC has textures loaded directly to VRAM (freeing up the CPU–GPU transmission bus for polygons) and texture compression gives it higher effective texture bandwidth.”
“ Dreamcast games were effectively using 20–30 MB of texture data[1] (compressed to around 5–6 MB),[10] while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB). PS2 games up until 2003 rendered up to 7.5 million polygons/sec (145,000 polygons per scene), with most rendering 2–5 million polygons/sec (average 52,000 polygons per scene);[11] in comparison, Dreamcast game engines rendered up to 5 million polygons/sec (160,000 polygons per scene),[4] with most games rendering 2–4 million polygons/sec (average 50,000 polygons per scene).”
Which is not a totally fair comparison as Dreamcast development ended 2001. How many per scene on PS2 games in the first 2 years? Either way including games 2 years after Dreamcast death still have essentially the same polygons per scene
I wonder if someone can contact the team porting to 3ds and figure out how they are doing it
We are not just talking about VRAM, but also normal RAM. The max size of any given scene is limited by the RAM. Just look at how short the levels had to be broken up into for Half-Life and Soldier of Fortune to even work. Sure you could solve some of this with streaming data but not all of it if you wanted to do a homebrew port made by only a few developers. They have simply too complex scenes in many areas of the game. I mean I am going to take the developers word for it. They simply could not get it working in 3p camera view and the canceled version never could break free from that perspective with what they had running. There were some very early images of the evolution of the main character Claude, and almost certainly one of those images shows the Dreamcast version but we just do not know which one.
I am one of the biggest GTA fans, and I do hope to be proven wrong but I also know computer and console hardware pretty well to know that normal RAM can make many things nearly impossible. Obviously we do know they did have it working in some form, so that is fact. What is improbable is thinking we are going to see some hobby developers get the PS2 decompiled source port for PC working on DC from KOS with only a handful of developers. Now I am not saying it is impossible, just unlikely. I have repeatedly been shocked and awed by really talented programmers over the years going beyond what myself and others thought was possible on dated hardware. So I am all for it happening but I tend to be a realist and maybe a cynical pessimist lol. But make no mistake I do absolutely want to see it on the console.
I did even think that Driver 2 would be a better fit, but I think it was recently moved from SDL 3.1 to SDL 2.0.16 so might be even more possible now?