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Pemalite said:
OlfinBedwere said:
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.

Such as?

The main two were order-independent transparency, which produces nicer and more realistic transparency effects, and deferred shading, which is what a lot of modern-day engines employ. It's just that the former wasn't really that useful when you generally only had two texture layers going on at once, and the Dreamcast wasn't poweful enough to do much with the latter other than create some nice-looking spheres.

(And I should probably have said other companies didn't incorporate them in hardware until PS4/XB1, since you probably can pull off said effects on PS3/360; you'd just have to do it in software)