It's nice to know someone agrees with me.
I take what I said about the shadows being SA2-quality back, although
they still aren't as good as some GCN games. Also, I just got Banjo-Tooie a few days ago,
and it has completely un-pixelated shadows! I don't know how it was done (probably has
something to do with a flat polygon model or something), but it's amazing for N64.
And since I'm not bumping a dead topic with this, I'll say that Shadow's eyes, as far as I can see,
the same smoothness as in SA2B. That rumour mentioned on Wikipedia is obviously false.Warning: Long Post Ahead
I didn't intend for my post to turn into a mess like this. :(
In previous Sonic titles, character models were constructed with about 1,500 polygons. While there is still debate over the validity of the claim, a recent issue of GamePro said that player models in this game will be composed of over 1 million polygons each.
That's about 667 times as smooth. Yeah, right. F-Man said the Sonic model is 4 times as smooth,
and I think even that is pretty generous. I think they conveniently forgot SA2B.
At 1 million polygons, the GCN could easily handle that under normal conditions.
If I remember it right, the head of a single player in an N64 basketball game was 600 polygons.
So SA2B is N64-quality? Also, if the GCN can do 10-12 million polygons (and up to 14-15 sometimes),
think of how many SA2B Sonic models (1,500 polygons each) it can handle at once.
Let's say SA2B uses... 7 million polygons (high Dreamcast-quality) for everything except Sonic.
That means it could have from 2,000 to 5,000 Sonics standing around, and still run normally.
Unless I'm calculating something wrong. But still, it looks like both numbers are exaggerations.
I'm guessing that both are at least tens of thousands of polygons.
Sonic06 has good graphics, but it doesn't use the hardware right, and/or the hardware isn't all that great.
I should probably just shut up about the graphics now. They don't matter much, anyway.