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The graphics chips from that console generation really did have their own unique sets of strengths and weaknesses. The PS2's GPU for instance was able to cope with insanely high polygon counts for the time, but the moment you asked it to do anything other than generate tons of polygons, performance would tank to sub-Dreamcast levels. Similarly, the Dreamcast's own GPU had certain features that the other companies wouldn't incorporate until the PS4/Xbox One generation; it's just that it wasn't powerful enough to do much useful with them.