From a dev perspective it actually makes sense. You're gonna be constantly trying to limit sight lines and block the view of the rest of the track. The more of the track you can see, the more geometry the system has to draw, which brings down performance. The waterfalls block sight lines and you can even drive through them as they're "water" which is something they do a few times. It looks kind of silly, but as a natural barrier they would look a bit less jarring than if they put a giant skyscraper there. And skyscrapers would require more geometry than the waterfalls, so they don't really solve the problem they're trying to solve. It's goofy looking, but it makes total sense as an option when you see the reason. And I'll bet most people don't really notice that much cuz they're focused on driving.
@@Booruvcheek I actually laughed out loud because it's funny to imagine fog being "invented" but I think I know what you meant by that? That the concept of fog as a polygon fall-off or culling distance, right? Except for for that purpose DEFINITELY existed in 94. Doom had fall-off in 93, Star Fox had falloff in 93/94, there's lots of examples.
Ridge Racer already left this game in the dust on PS1 in 1994, as well as Sega's own Daytona and Sega Rally on Saturn both in 1995. Strange that they decided to port this old game in 1995 with a mode that has new textures slapped on anyways. At least the original visuals has a charm to it, kind of like celshaded games.
They could have chosen so many different types of scenery to make the game look the best, and it seems like they went to great lengths to pick the one that makes it look the worst.
I would prefer a no texture vs no texture comparisson, but i´m also curious about the other textured game in the Play Station version. Also this Saturn version has the rear-view mirror just like the Snes version so it confirms the Snes version is actually using Blast Processing. 😂
Can you imagine driving and not being able to see 100 meters ahead and suddenly, you're in front of a rocky mountain just about to face a giant waterfall that is probably covering a stone wall? Had these developers managed to properly use the best drawing techniques, sudden pop-in would be minimized greatly, Sonic R is a good example, but one of the best racing titles on the console with the longest draw distance has to be the original Need for Speed, many PS1 games suffer from this issue as well, even the console being much easier to program transparent 3D draw-in, Road Rash on the 3DO has a nice transparency effect in the 3D rendering of the road/side-road ahead, while the PC, Saturn and PS versions lack this feature.
Yes, PLEASE give us a PSone and Saturn comparison too. Maybe 2 sections. 1 with and the other without textures on the Saturn. Maybe just different tracks or something.
E sobre a versão que vem no cd da Midway Arcade Treasures 3 de Playstation 2 Existe o fato dos segundos rodarem mais lento e a mecânica do jogo também, o que parece que simula bem a saída de embreagem bem devagar com a aceleração, parece que "trabalha" mais cada marcha que se passa do carro.
This was a lot of fun in the arcades back when it was new, but I found Need for Speed much more impressive on 3d0, I wonder why they never made an arcade version, with a force feedback wheel and improved framerate an arcade version would have been amazing. In fact, I think NFS had superior handling to any racing game in arcades at the time.
@@rodrigogirao8344Yup: in fact it was the first 32-bit console, and it shows! If you look at the first Saturn/PS1 games (like the first Need For Speed, for example) the 3DO version is IDENTICAL! So it was just as powerful as Saturn/PS1, but it was discontinued earlier :/
@@giuliobarbera6227 Well, it was pretty close, and came out a lot sooner. Too bad it was 700 dollars way back in 1993, thats almost 1500 dollars today adjusted for current inflation, you had to be really wealthy to be able to afford one. But the people who did were gaming with fully textured 3d games like road rash and NFS 3 years before everyone else, on a machine that was too advanced for its time for the consumers it targeted. They needed to drop the price to 500$ max, and have at least 12 SOLID launch titles, the 3do released with crap games in Japan, and I think Crash and Burn in america for 700$, they mishandled the release and quality control and killed it themselves. Too bad, the console really was cutting edge and capable.
Óbviamente era obrigação da Timewarner a versão arcade rodar bem, já que o Saturn era um hardware bem mais moderno que o arcade, e aparentemente isso foi feito, já que com relação a framerate, quantidade de polígonos e densidade parecem bem fiéis ao arcade, ou seja, para mim o foco da comparação fica na versão texturizada. Na versão texturizada dá para ver que faltou um pouquinho mais de dedicação por parte do estúdio (ou conhecimento do hardware do Saturn) para ser uma versão completamente definitiva, já que apesar de não sofrer com queda de frame dá para ver que em horas que tem mais elementos o jogo fica com slowdown, ou a quantidade de pop in na tela, além disso tudo, não custaria muito se eles adicionassem um modo de editor de pistas como no Mega Drive. Mas claro, tudo isso que eu escrevi sobre a versão texturizada é com olhar de agora, e Isso quer dizer que o motivo de eu ter dito que faltou um pouquinho de esforço é porque sabemos o real potencial do Saturn, mas isso não quer dizer que aquela versão texturizada seja ruim, pelo contrário, ela é muito boa, só que ela sofre de alguns problemas. Com relação a versão de ps1, minha sugestão seria fazer um "PS1 vs PS1" mesmo, já que apesar de ser "um jogo completamente diferente" ainda seria interessante ver como que a Timewarner achava que o Race Driving devia ter sido em 1990, então seria meio que uma analise "projeto x versão final", já que cada empresa tem sua visão de jogo (já que o arcade original é da Atari) e cada hardware tem suas limitações.
@@delalicanto7432 Psx was always alive through backwards compatibility with its successors and ofcourse the easy emulation of it from the beggining, it even has a modern mini version of it. Saturn is more valuable as it was very difficult to emulate until recently and ofcourse it was never there in any form of hardware or software.
The Real mode looks messy, with an obscene amount of pop-up that becomes highly distracting. I see why they included it, but I'll stick to the arcade mode.
Achei bacana conhecer mas não curti os gráficos caixa de fósforo lembrou enduro do Atari quando eu vi os outros vídeos do Mega Drive Super Nintendo até achei bacana para época mas em 95 Daytona e Ridge Racer já eram referência. Doido quem comprou o CD original na época.
the textures colors look "washed out", the elements of scenery on the edges on the road are repeated and don't offer anything outstanding or new. It can be considered a simple paintjob or a reskin. The models are not even high poly, utilizing the maximum capabilities of the Saturn or the CD space. Why don't include shadows, transparencies.. (oops).
There are transparencies kinda, just the see though "mesh" transparencies that the Saturn is only capable of having. Only the PS1 and N64 could have games with actual transparencies at the time.
The Saturn has transparencies. But only on a CRT monitor. It is known as dithering. If you play the Saturn on a CRT, you’ll see what I’m saying. It actually looks really nice.
@@shaggymcdaniel3216 That is not real transparency. On the real console on a CRT with composite video or RF connection the meshes will blend, but due to the nature of composite video signals it will also create a "rainbow" interference pattern that moves with the camera. With S-video and rgb connections the dithering patterns will be likely visible, at least at 320x224 resolutions. I wonder if the dithering patterns will be visible in 352x224 and 704x224 video modes?🤔
@@shaggymcdaniel3216 That's mesh transparency instead of the true transparent effect. the Saturn is limited on using the real transparent effect in some games because of how it works across VDP1 and 2 so programmers used mega to fake the effect instead and took advantage of CRT to make it look real.
When creating the "Real" version, who the heck thought, "let's put waterfalls EVERYWHERE." ?
Not just waterfalls ! 🌈 too ! lol
And cliffs ! And fences that restrain your freedom ! In short, a completely different theme and mood (which presumably was the intention).
From a dev perspective it actually makes sense. You're gonna be constantly trying to limit sight lines and block the view of the rest of the track. The more of the track you can see, the more geometry the system has to draw, which brings down performance. The waterfalls block sight lines and you can even drive through them as they're "water" which is something they do a few times. It looks kind of silly, but as a natural barrier they would look a bit less jarring than if they put a giant skyscraper there. And skyscrapers would require more geometry than the waterfalls, so they don't really solve the problem they're trying to solve. It's goofy looking, but it makes total sense as an option when you see the reason. And I'll bet most people don't really notice that much cuz they're focused on driving.
@@dwatts64 That's because fog was not invented in 94 yet..
@@Booruvcheek I actually laughed out loud because it's funny to imagine fog being "invented" but I think I know what you meant by that? That the concept of fog as a polygon fall-off or culling distance, right? Except for for that purpose DEFINITELY existed in 94. Doom had fall-off in 93, Star Fox had falloff in 93/94, there's lots of examples.
Ridge Racer already left this game in the dust on PS1 in 1994, as well as Sega's own Daytona and Sega Rally on Saturn both in 1995. Strange that they decided to port this old game in 1995 with a mode that has new textures slapped on anyways. At least the original visuals has a charm to it, kind of like celshaded games.
Mind you,both Ps1 and Saturn ports released in Japan only, they wouldnt be acceptable in the west.
@@vasileios6301 saturn port is actually region free only in NA actually, but still
You cant really compare this to Ridge Racer as this is a port of an older Arcade game than RR...
They could have chosen so many different types of scenery to make the game look the best, and it seems like they went to great lengths to pick the one that makes it look the worst.
It looks better without the textures.
One is wide open, one is fenced in.
Id go with open.
Do 2 separate comparisons. Untextured vs untextured and likewise with textured. (Saturn vs ps1)
Exactly ! That's the best way to do it !
I would prefer a no texture vs no texture comparisson, but i´m also curious about the other textured game in the Play Station version. Also this Saturn version has the rear-view mirror just like the Snes version so it confirms the Snes version is actually using Blast Processing. 😂
Kinda reminds me of Sim CIty PS1 when you go to 3D view
Can you imagine driving and not being able to see 100 meters ahead and suddenly, you're in front of a rocky mountain just about to face a giant waterfall that is probably covering a stone wall?
Had these developers managed to properly use the best drawing techniques, sudden pop-in would be minimized greatly, Sonic R is a good example, but one of the best racing titles on the console with the longest draw distance has to be the original Need for Speed, many PS1 games suffer from this issue as well, even the console being much easier to program transparent 3D draw-in, Road Rash on the 3DO has a nice transparency effect in the 3D rendering of the road/side-road ahead, while the PC, Saturn and PS versions lack this feature.
Perfect example of less is more....
Yes, PLEASE give us a PSone and Saturn comparison too. Maybe 2 sections. 1 with and the other without textures on the Saturn. Maybe just different tracks or something.
Muito legal, não conhecia a versão "Real".
kinda reminds me of the Master Chief Collection where you can switch between old graphics & modern graphics.
That was an cool feature in that game ^^
Diablo 2🤣🤣🤣🤣🤣🤣
I'm sure the right programmer could have made the "real" mode run in 60 fps, and the right artist could have made the game look a lot prettier.
How did they go so wrong here
E sobre a versão que vem no cd da Midway Arcade Treasures 3 de Playstation 2
Existe o fato dos segundos rodarem mais lento e a mecânica do jogo também, o que parece que simula bem a saída de embreagem bem devagar com a aceleração, parece que "trabalha" mais cada marcha que se passa do carro.
Na minha opinião você deve compará a versão sem textura já q a versão do PlayStation não tem textura uma comparação limpa valeu.
This was a lot of fun in the arcades back when it was new, but I found Need for Speed much more impressive on 3d0, I wonder why they never made an arcade version, with a force feedback wheel and improved framerate an arcade version would have been amazing. In fact, I think NFS had superior handling to any racing game in arcades at the time.
3DO, not 3D-zero. It was a sort of pun: audio, video, 3D-o, because it was the first console designed for 3D.
@@rodrigogirao8344Yup: in fact it was the first 32-bit console, and it shows! If you look at the first Saturn/PS1 games (like the first Need For Speed, for example) the 3DO version is IDENTICAL! So it was just as powerful as Saturn/PS1, but it was discontinued earlier :/
@@rodrigogirao8344 oh yeah I see.
@@giuliobarbera6227 Well, it was pretty close, and came out a lot sooner. Too bad it was 700 dollars way back in 1993, thats almost 1500 dollars today adjusted for current inflation, you had to be really wealthy to be able to afford one. But the people who did were gaming with fully textured 3d games like road rash and NFS 3 years before everyone else, on a machine that was too advanced for its time for the consumers it targeted. They needed to drop the price to 500$ max, and have at least 12 SOLID launch titles, the 3do released with crap games in Japan, and I think Crash and Burn in america for 700$, they mishandled the release and quality control and killed it themselves. Too bad, the console really was cutting edge and capable.
@@giuliobarbera6227 The FM towns Marty was the first 32 bit console. Also the Amiga CD32 came out one month before the 3DO
Óbviamente era obrigação da Timewarner a versão arcade rodar bem, já que o Saturn era um hardware bem mais moderno que o arcade, e aparentemente isso foi feito, já que com relação a framerate, quantidade de polígonos e densidade parecem bem fiéis ao arcade, ou seja, para mim o foco da comparação fica na versão texturizada.
Na versão texturizada dá para ver que faltou um pouquinho mais de dedicação por parte do estúdio (ou conhecimento do hardware do Saturn) para ser uma versão completamente definitiva, já que apesar de não sofrer com queda de frame dá para ver que em horas que tem mais elementos o jogo fica com slowdown, ou a quantidade de pop in na tela, além disso tudo, não custaria muito se eles adicionassem um modo de editor de pistas como no Mega Drive. Mas claro, tudo isso que eu escrevi sobre a versão texturizada é com olhar de agora, e Isso quer dizer que o motivo de eu ter dito que faltou um pouquinho de esforço é porque sabemos o real potencial do Saturn, mas isso não quer dizer que aquela versão texturizada seja ruim, pelo contrário, ela é muito boa, só que ela sofre de alguns problemas.
Com relação a versão de ps1, minha sugestão seria fazer um "PS1 vs PS1" mesmo, já que apesar de ser "um jogo completamente diferente" ainda seria interessante ver como que a Timewarner achava que o Race Driving devia ter sido em 1990, então seria meio que uma analise "projeto x versão final", já que cada empresa tem sua visão de jogo (já que o arcade original é da Atari) e cada hardware tem suas limitações.
IMO you should compare Arcade Saturn with PS1 and in a different video Real Saturn with the textured PS1 game
Com Textura vs Textura ou sem textura vs sem textura - nem que seja mapas/modos diferentes - assim fica mais justo
Everyone loves PlayStation 1, and everyone hates Sega Saturn. This is why everyone prefer comparison between them...
PSX was a console only of its time, now completely forgotten. Rather, the Saturn is a console that is loved forever.
@@delalicanto7432 Psx was always alive through backwards compatibility with its successors and ofcourse the easy emulation of it from the beggining, it even has a modern mini version of it.
Saturn is more valuable as it was very difficult to emulate until recently and ofcourse it was never there in any form of hardware or software.
The Real mode looks messy, with an obscene amount of pop-up that becomes highly distracting. I see why they included it, but I'll stick to the arcade mode.
Looks like overstocked 16bit 3d
This game has not only the worst graphics, but the most unintentionally hillarious OST I think I've ever heard. It is absolutely dreadful!😂
I remember one track of it is very nice and relaxing. All others,forgetabble
Original is better for me
PS1 vs Saturn no textures. The textures are kind of bland. I mean the music is rocking in the real mode but it would probably get old after awhile.
The pop in is pretty extreme on this version . The textured version is sssssooooo ugly.
Sega Saturn looks better
Achei bacana conhecer mas não curti os gráficos caixa de fósforo lembrou enduro do Atari quando eu vi os outros vídeos do Mega Drive Super Nintendo até achei bacana para época mas em 95 Daytona e Ridge Racer já eram referência. Doido quem comprou o CD original na época.
Mas esse jogo é um Port dos computadores do final dos anos 80 e início dos 90.
the textures colors look "washed out", the elements of scenery on the edges on the road are repeated and don't offer anything outstanding or new. It can be considered a simple paintjob or a reskin. The models are not even high poly, utilizing the maximum capabilities of the Saturn or the CD space. Why don't include shadows, transparencies.. (oops).
There are transparencies kinda, just the see though "mesh" transparencies that the Saturn is only capable of having. Only the PS1 and N64 could have games with actual transparencies at the time.
The Saturn has transparencies. But only on a CRT monitor. It is known as dithering. If you play the Saturn on a CRT, you’ll see what I’m saying. It actually looks really nice.
@@shaggymcdaniel3216 That is not real transparency. On the real console on a CRT with composite video or RF connection the meshes will blend, but due to the nature of composite video signals it will also create a "rainbow" interference pattern that moves with the camera. With S-video and rgb connections the dithering patterns will be likely visible, at least at 320x224 resolutions. I wonder if the dithering patterns will be visible in 352x224 and 704x224 video modes?🤔
@@jsr734 You PC bro?
@@shaggymcdaniel3216 That's mesh transparency instead of the true transparent effect. the Saturn is limited on using the real transparent effect in some games because of how it works across VDP1 and 2 so programmers used mega to fake the effect instead and took advantage of CRT to make it look real.
Such lazy programming.