I remember i read on another forum you said the sh4 could probably do around 5k vertex per frame at 60fps with 6 lights vs naomi 2 60k vertex per frame at 60 fps with 6 lights. Yes theres just no room for a straight conversion since the sh4 is much slower.p1pkin wrote:how about "no" ? Naomi2 = Katana/Dreamcast + one more PowerVR2/HOLLY + T&L "ELAN" coprocessor. there is no "double every thing", who told you that bullshit ?Ian Micheal wrote:I dont think that would help at all.. Naomi 2 has 2 cpus double every thingMarkCerny wrote:
That's a Naomi 2 game. Same with Virtua Striker 3, Beach Spikers and King of Route.
It would need some extreme optimization and a significant downgrade to reprogram those games and make them run on a Dreamcast. Probably at a lower resolution mode (512*400) with blurry textures and lower polygon count, I can see them running on the Dreamcast at 60fps.
more like 320x240
also, renderer resolution is not a problem, in average scenes N2 games do not exceed single PVR2 fill rate capabilities.
video RAM size is not a big problem too - there possible to use VQ-compressed textures instead of plain ones, with no notable difference in games, just look at Crazy Taxi for example - you will not notice a difference there if compare Dreamcast and NAOMI versions.
the real bottle necks - polygon transformations and lighting calculations, handled by ELAN in Naomi2. main SH4 CPU is too weak to calculate all of that with decent speed.
But you also said wacky races on the dc does around 70k vertices per frame with *probably* 1 light+ambient at 30 fps. So it isnt as hopeless as it seems, you could hit similar vertex rate if you half the framerate and give up most/all of the lighting(naomi2 initial d port for psp seems to have done this). Of course this would probably require the source code of said naomi2 games , probably 0% chance of that. Just no chance of straight conversion like atomiswave due to hw difference.