Ratchet & Clank (2002) used renders from Jak and Daxter: The Precursor Legacy (2001) and the Kinetica (2001) engine. So it doesn't seem like ultra-late NASA-only technology to me, but maybe in some alternate reality 2001 or 2002 releases are already considered late gen titles for a 2000 console, IDK...
Mental note: Must ignore the existence of companies which succeeded under Sony's umbrella. Must ignore how many companies went under due to Sega dropping support of its consoles and add-ons abruptly.
Haven: Call of the King (2002) is a third party game by Traveller's Tales which claimed: "An engine capable of 13 million polygons per second with one-pass fogging and point-lighting gives designers limitless control to build a completely immersive and interactive world.". But it doesn't count for the sake of not-counting.
Mental note: I shall request primary sources to invalidate the numbers which disfavor my narrative.
Somehow the bad programmers at Bizarre Creations failed to unleash the Dreamcast's Untapped Power from Hell® for Metropolis Street Racer despite not using the Windows CE Toolkit and spending more than 30 months in development with full technical support from Sega.
Mental note: Must hide the existence of DC games which weren't rushed or which had big development teams.
In some alternate reality, around DC's death Sega would be developing a low-level profiler similar to the Performance Analyzer to be released around 2003 which would finally unleash the Dreamcast's Untapped Power from Hell®, despite the Sony's PA system being known since 1997/1998 and the Dreamcast being a platform targeted at high-level programming.
Mental note: Must play with conjectures to even things. At the end of the day everything is shades of gray and I win.
Somehow Melbourne House managed to get Grand Prix Challenge (2003) running at 60 fps on the PS2 using its racing game engine which ran at 30 fps with Le Mans 24 Hours on the Dreamcast. Anti-competitive Sony must have payed Melbourne House to downplay the DC's hardware; that's for sure.
Mental note: CANNOT remember people that Melbourne House's engine was ported to different platforms.
Need for Speed Underground 2 (2004) was considered graphically-heavy, had simultaneous releases for PS2/GC/Xbox/PC and performed better on the PS2 than on the other consoles. But that must be ignored in order to preserve my narrative which is solely based on historical facts while disconsiders the development of middleware tools for game development over the years - evolving tools and techniques are considered when they benefit my narrative though.
Mental note: Must create, promote and repeat until become historical facts the disadvantages of the systems I dislike.
Thanks to the Sony's Hype Machine® the "some games" of the PS2 which matched the Dreamcast's Untapped Power from Hell® were also good selling titles and they sold much more than "most of" Dreamcast games. But those "some games" aren't even as relevant as the DC ones 'cause people playing them weren't gamers but just mainstreamers.
Mental note: Percentage or ratio of games is a good way to relativize the importance of PS2 games' technical achievements.
In some alternate reality, the worst selling and way-quicker-to-die console is the one that set the standards for the entire gen; so multipass effects are crap and they just don't count. And, thus, tile-based rendering is the king despite being the most limited architecture in terms of numbers of polygons/VRAM.
Mental note: Must use the multipass argument to invalidate the higher polygon counts of the PS2 games.
Mental note: Avoid direct comparisons at all costs. Keep calm and go around in circles.
Now, outside the infinite loop of revisionism and relativization, I've found these links:
- Briefly explains how some of the Shadow of Colossus graphical effects were implemented:
- Factor 5's "we estimate most scenes at 12-15 million polygons per second" prior to Rogue Leader's release for the GC: