Time to ruin your fun with facts. The highest polygon count reached on the PS2 was 50 million with one texture(meaning with all resources dedicated to producing polygons and single texture used so you can visibly see them). The highest reached in any actual real game was 10 million though I do believe that was not while utilizing all available effects as the effective polygon productivity for the PS2 split in half for every single effect added to a cycle.
The highest reached in a Dreamcast game was 8 million at 60 FPS will all effects being utilized in a tech demo. I've heard that 15 mill was reached by some company but I have no way of verifying it. The Dreamcast GPU also possessed this ability to selectively not render data that is not visible on screen which was not possessed by the PS2 or PS3 for that matter. So things like the back of building and back of trees would not be processed when they were not visible allowing more detail without as much cost. The Dreamcast also had far superior texture filtering.
Overall, the PS2 was stronger, but there were many Dreamcast games that would simply be impossible on the PS2 hardware without heavy downgrades do to features that the Dreamcast had which it didn't, like Shenmue, Millenium Solder(used EMBM), and Tokyo Xtreme Racing 2.