Specials

Irimajiri Head Demo

Welcome to the Irimajiri head demo. This was what Sega of Japan used to show off the system at it's public debut in Japan in May.

As you can see, the Dreamcast has no troubles converting the head to liquid metal to show off the various reflection and transparency effects.

Now Irimajiri's head morphs in to a golf ball. Click on the left picture to see the effect unfold with an animated gif.

Iri-san's head now falls in to a city background. Helicopters come in shining search lights on the floating head and the Dreamcast logo shines on the buildings.

Irimajiri begins to breathe fire. Notice the way it lights up the entire area. These are the kind of effects we will see in Godzilla Generations.

Sonic makes an appearance! He zips around the head and is gone. Then Irimajiri multiplies in to many, many heads and floats about.

Irimajri begins to say his goodbyes....

... as he turns in to a rocket and zips off!

These shots show the way the demo was made. The sensors on Irimajir's head map all of his movements on to the computer rendered face.

Irimajiri Head
Video Part 1
Click these two links to download parts 1&2 of the Irimajiri head demo video. Irimajiri Head
Video Part 2

Tower of Babel Demo

Babel Video

Shooter Demo

Shooter Video

SoA E3 Tech Demos

This demo is meant to show off the Dreamcast's advanced particle system. As the fire heats, the particles rise to form the dinosaur.

The GPU handles this entirely, leaving the CPU free to do AI or various other tasks. As the shots progress watch how the dinosaur becomes more fully realized until in the final shot it is almost fully solid.

This is the final shot of the process. There are over 1,000 particles present, each moving individual and in its own unique pattern. This is all handled effortlessly by the Dreamcast. Systems such as the Playstation can never attain this kind of power. Only in the most recent games such as Tomb Raider III have particles been used, and only sparingly.

This part of the demo shows of the Dreamcast's ability to zoom in on any of the various textures without break-up. The textures remain very detailed using point, bilinear, trilinear, and anisotropic mip-mapping.

This beautiful scene of a lake, mountains, and cabin is constructed with over 1 million polygons. The cloud layer alone is made of 3,000 polygons with full translucency, allowing the sun to pass through in varying degrees and cast shadows on the landscape. There is no fog, as the Dreamcast doesn't need it to cover up nasty clipping. The water is not a texture, but many polygons.

This fruit basket alone is made up of more than 90,000 polygons per second. With the scenery behind it, it would completely max out the Playstation hardware. But the Dreamcast is still rendering the entire room. You can zoom in on the fruit, or look around the room, all on the fly.

There are more than 40 textures in use simultaneously in this room. They range from 8*8 to 256*256 resolution. But yet, even uncompressed, all of these textures take up less than half of the DC's VRAM.

This globe looks relatively simple. It isn't. It is using a special texture-blending routine that constantly changes the texture, all the while leaving the globe translucent. Don't expect to see this anywhere else anytime soon.

The demo actually allowed you to pass through this lace and then look back in to the room. Notice each hole in the lace is accounted for and can be seen through. There are no break-ups in the graphics even though the entire room is constantly being rendered behind the lace. The whole scene uses edge anti-aliasing.

This scene was used to show off the Dreamcast's various lighting abilities. The room showed different lighting sources, from ambient lighting, to specular highlights, to modifier light volume. The modifier light volume, as Next Generation explains, is "a geometric volume of light. When it intersects with any other object, it can change specific lighting and texture behavior on a pixel-by-pixel basis."


Just thought I would clarify some things concerning the tech demo. First, all of those screens were taken from a graphics development system which was running at less than half of the full potential of the Dreamcast, according to NG. Second, do excuse the quality of the pictures once they are zoomed in. Keep in mind that in the magazine, the pictures were only about the size of the thumbnails on this page. I wanted to give you a chance to view them both ways, though. It worked for the best with some (lace) and not so well with others. The main thing is that we all got to see the shots, and they were quite impressive.