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Sobre Unreal Tournament
https://www.ign.com/articles/2000/12/09/interview-with-dreamcast-unreal-tournament-team
"To "cram" UT onto the Dreamcast has certainly been a bit of a challenge. The biggest issue we had was, of course, memory. UT on the PC is stated as requiring 64 Megs of RAM, and the DC has only 16! The most obvious place where this hurt was Assault, since the maps for that game mode are simply huge. Because of this, we had to leave out that mode, along with the larger maps in the other modes. However, they were replaced with some great new maps that didn't require as much space."
"While the DC is definitely not the fastest cat on the block, it does allow programmers to relatively easily make high quality titles. UT was obviously not designed and coded with consoles in mind. However, with the help of Epic, Sega, and the Sega developer community, I've been able to give it a good kick into the console world!
The 200MHz processor on the DC is definitely limiting. Imagine playing UT on a 200MHz PC, even with a smoking video card. So, it was a challenge, needless to say, to get to the performance point that stays true to the intense action of the original. But, there are some good things on the DC, especially in the PowerVR graphics subsystem. With 8 Megs of VRAM, I have about 5.5 Megs left for textures. With the PowerVR hardware texture compression, I am able to fit all the textures in VRAM, saving a lot of main RAM because I don't have to store a copy of every texture in main RAM and then upload the textures as I need them. This has been a lifesaver on this project."
16mb de RAM era ok para 1998. Para 2000, 2001, já era pouco e exigiria sacrifícios e malabarismos independente do quão ótimo fosse o código.
É claro que ele iria evoluir. Nem todos os jogos de PS2 são jogos do porte de GTA ou RE 4 e o DC poderia sim rodar alguns deles, mas GTA 3 lançou a moda do open world e o Dreamcast ficaria de fora dessa festa em boa parte dos casos por falta de RAM.
https://www.ign.com/articles/2000/12/09/interview-with-dreamcast-unreal-tournament-team
"To "cram" UT onto the Dreamcast has certainly been a bit of a challenge. The biggest issue we had was, of course, memory. UT on the PC is stated as requiring 64 Megs of RAM, and the DC has only 16! The most obvious place where this hurt was Assault, since the maps for that game mode are simply huge. Because of this, we had to leave out that mode, along with the larger maps in the other modes. However, they were replaced with some great new maps that didn't require as much space."
"While the DC is definitely not the fastest cat on the block, it does allow programmers to relatively easily make high quality titles. UT was obviously not designed and coded with consoles in mind. However, with the help of Epic, Sega, and the Sega developer community, I've been able to give it a good kick into the console world!
The 200MHz processor on the DC is definitely limiting. Imagine playing UT on a 200MHz PC, even with a smoking video card. So, it was a challenge, needless to say, to get to the performance point that stays true to the intense action of the original. But, there are some good things on the DC, especially in the PowerVR graphics subsystem. With 8 Megs of VRAM, I have about 5.5 Megs left for textures. With the PowerVR hardware texture compression, I am able to fit all the textures in VRAM, saving a lot of main RAM because I don't have to store a copy of every texture in main RAM and then upload the textures as I need them. This has been a lifesaver on this project."
16mb de RAM era ok para 1998. Para 2000, 2001, já era pouco e exigiria sacrifícios e malabarismos independente do quão ótimo fosse o código.
É claro que ele iria evoluir. Nem todos os jogos de PS2 são jogos do porte de GTA ou RE 4 e o DC poderia sim rodar alguns deles, mas GTA 3 lançou a moda do open world e o Dreamcast ficaria de fora dessa festa em boa parte dos casos por falta de RAM.