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Just woke my sorry ass up from a code-induced coma after spending the night optimizing the rendering for #GTA3 on the Sega #Dreamcast... still have a SHITTON more code to go through, but the results are looking fantastic! Here's the second half of the opening intro! A bunch of... show more
24,783 views • 1 year ago •via X (Twitter)
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PS Sony Fanboys: Still rocking increased draw distance across the board, and increased foreground polygonal complexity in several areas! Cope. ;)

Amazing! Can we expect to see the accumulation blur effects as well?

Whelp, you just got the entire rendering team combing back through commercial titles, SDK examples, and even some old KOS demo scene stuff to try to see what the best way with the least performance impact would be to implement this... and first of all, holy shit, you seen what Virtua Tennis is doing over there!? I'm not reckless enough to make promises on post-processing or framebuffer-based effects, but... we are going to absolutely try our damnedest!!!

Constantly impressed by the work being done here. Dreamcast is a beast!

but wHaT AbOuT rUnNinG fRoM a cD

Excellent work, you're a beast.

Yea take that blurystation 2 ...omg dreamcast its a freaking beast man.its an untilized console that its time to show its true ptential.imagine making dreamcast stream game via gd rom and not cdrom.dreamcast its a beast

I still find amazing when i see projects like those. Unoptimized games for the consoles they were created being reverse engineered and optimized back to the console. Games that could run on them getting ported, new games being made. Homebrew and mod scene is amazing.

Shit, I'm one of the dudes pushing the polygons here, and I can't even believe what this little team of rockstar DC devs I'm on has achieved here in so little time... Not kidding. Feels surreal.

You guys seriously are doing god's work. What's next? Godot on the Dreamcast?
