Thanks for those news, Dan. I'd like to see if GTA 3 can run on the Dreamcast without any RAM expansion. I'm pretty sure it can, if not without some tweaks. Then imagine Vice City and San Andreas next. That would be rewriting history in the best way ;) The "superscaler" racer on the Mega Drive looks impressive. It looks like actual sprite scaling in a racer was possible without the additional power of the Mega CD, after all. When you see the arcade ports we got back then (with low frame rate and no real sprite scaling), it's too bad the devs at SEGA weren't able to pull such an engine themselves. Just look at the OutRun port we got and what it could have been... We didn't even get the 32X port that should have been. Now I'm dreaming that someone would make a brand new port of OutRun for the Mega Drive using that engine! About the Doom 64 port, we can see the frame rate is solid, but with the highly compressed video quality, it's hard to tell what the graphics really look like. Do you know if the draw distance has been improved? You don't want the N64 fog trademark on your Dreamcast, do you? ;)
@@Shyning77 skmp and Frogbull have tonight put out new footage showing the purple/black textures replaced with colours closer to the final game, and have it running on 16mb. GTA3 *will* happen on Dreamcast! I’m also working on a video showing Doom 64 running natively on my Dreamcast. - James.
@@williamshaikespire69 Yeah, but with the proper optimizations it would, just look at Shenmue, Crazy Taxi and Super Runabout, if the GTAs were done to that standard they would be really good.
GTA 3 like all open-world games can scale really well depending on the hardware. Reduce draw distance, amount of objects, cars etc. It was definitely possible on the Dreamcast. Furthermore Dreamcast had rather unique hardware and with code carefully designed for Sega Dreamcast GTA III would not only run like on PS2, but it could have perhaps better graphics. Keep in mind that GTA 3 wasn't taking full advantage of the hardware. Vice City and San Andreas had more features, larger worlds and run better than GTA 3. I was playing GTA 3 on my PC and I had to play at 640x480 to have smooth experience at highest settings. I was surprised to see that Vice City had similar performance in 1024x768. It was way more optimized than GTA 3. Dreamcast GPU was using deffered rendering, that become popular in late X360 and PS3 days and since PS4 and XO become a default way that games render graphics. Though Dreamcast implementation is different it also creates different limitations. For example modern deffered rendering allows to put as many lights in the scene as you want, since light cost is per pixels it illuminates not per amounts of lights. In traditional forward rendering, there's exponential cost for each added light in the scene. In case of GTA 3, Dreamcast hardware could quickly discard hidden surfaces of far buildings and not waste resources to render them.
@@EllipseGamer Cheers, mate! We’ve had follow up videos since this one went out with even more Doom 64 and GTA3 coverage, so check those out. 😃 - James.
Does anyone know how to build Doom64 DC? I don't get why they need to have us do a bunch of unneeded compilations instead of having binaries where we just drop the ROM, like Perfect Dark.
The reason there’s no actual CDI compiled and made available to download is because the guys behind the port don’t want to risk any legal kickback for distributing it. - James.
@@SEGAGuys oh, no: I wasn't talking about a finished CDI, but an actual tool where you just drop the ROM you acquired. In any case, I bet some other people in the community can take the source code and do just that.