Need for Speed - Sega Saturn and Playstation 1 Comparison
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Observations:
The Need for Speed was originally released for the 3DO, Electronic Arts' first
and only attempt to dominate the game console market. The game was then re-released
and much improved on the Saturn in January of 1996 and then again on the PS1
in March of 1996. The Saturn and PS1 games are effectively the same and are
at least on par with other racers on their respective platforms. The original
3DO game would have been limited to roughly 20,000 polygons per second, well
below one quarter of the polygon counts of first gen Saturn and PS1 games. This
makes for an interesting comparison on many levels. Electronic Arts was one
of the first developers to begin publicly denouncing the Saturn's 3D capabilities
while bloating the PS1's capabilities. According to EA representatives, the
PS1 could actually display 360,000 polygons per second, while the Saturn was
supposed to be limited to the 60,000 that Daytona USA ran with. In reality the
PS1 and Saturn were both floating around 80,000 polygons per second in games
released between 1995 and 1996. Were Electronic Arts' words based in reality
their own software should have shown some kind of gap in polygon performance.
Graphics:
The Saturn game appears to be running at 320x224 and the PS1 at 320x240, which
is more of an aspect ratio change than it is a resolution difference. The PS1
has a slightly longer view vertically, which results in being able to see underneath
the car in chase view. The PS1 version is also implementing what appears to
be static (i.e. not dynamic) gouraud shading on some track scenery in order
to simulate time of day changes on some objects. In some cases the Saturn game
simulates day changes with a simple texture map change, but it does not appear
to be using gouraud shading. In addition, the PS1 game has a translucent shadow
under the car and smoke from the tires is also translucent. The Saturn game
has a solid black shadow under the car and sold gray smoke blooms from the tires.
Both games run at the same framerate, which is typically close to 30 frames
per second.
The gouraud shading of the PS1 version comes at the cost of overall picture
quality since EA found it necessary to turn on the PS1's full screen dithering
as well. As has been noted in other comparisons on this page, full screen dithering
significantly lowers the color counts on screen in PS1 games. The somewhat smooth
black gradients that the gouraud shading creates has the potential, however,
to shoot the color counts up again. This is indicative in the respective file
sizes of the movie files for the Saturn and PS1. The de-interlaced movie files
for the PS1 version ran at roughly 1.7 MB per second while the Saturn files
ran at 1.4MB per second. A difference of .2-.3 MB per second in file sizes can
be attributed to many things, but this does seem consistent with the other movie
files on this site that use gouraud shading.
Gameplay:
Both games play with the same apparent controls, AI for other race cars and
arcade style physics. The only notable difference is that the Head to Head mode
on the PS1 game can be played either through split screen, or using the system
link with two Playstations and two Televisions. The Saturn game does not make
use of the later released NetLink.
Audio:
The Saturn and PS1 games use the exact same CD Audio for music and digital sound
efffects.
Conclusion:
Had EA focused more on the ease of programming effects onto the PS1, rather
than blowing the system's 3D capabilities up to unreasonable heights, this comparison
would not be nearly as conclusive. Because EA and the media claimed a performance
increase of over 600% for the PS1 in 1995-96, the absolute lack of any evidence
in software exposes their flawed marketing scheme. The Saturn and PS1 games
are identical in polygon counts and framerate, therefore neither game demonstrates
the absolute superiority of one system over the other. The preference of one
game over the other would more likely be based on system preference rather than
any subjective impression of the games' respective graphics. Using AV cables
would also eliminate the PS1 version's dithering, rendering the games almost
identical.