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Re:Sega Saturn Architecture – A practical analysis by Grazester on Tuesday March 26, 2024 @09:02AM (#39827299)
Not a whole lot. If you wanted to extract the full power of the system then you needed the native SDK. Sega Rally 2 was ported using CE and it has frame rate issues it really shouldn't have an this is attributed to CE
Re:Sega Saturn Architecture – A practical analysis by ac2u on Tuesday March 26, 2024 @10:27AM (#39828284)
I guess they had a porting job to do since the arcade hardware Sega Rally ran on wasn't Naomi(which was basically a souped up Dreamcast), and they figured if they used WindowsCE then they could use DirectX and get a PC port out of the same efforts.

But yeah, for a flagship title they should have went for a port with the official SDK.

Re:Sega Saturn Architecture – A practical analysis by Grazester on Tuesday March 26, 2024 @04:28PM (#39832465)
Naomi games ported over to the Dreamcast just fine. It was essentially a Dreamcast with more memory if I'm not mistaken. Sega Rally 2 used the Model 2 board.
Re:Sega Saturn Architecture – A practical analysis by tuna74 on Tuesday March 26, 2024 @06:10PM (#39833430)
Sega Rally 1 used Model 2, Sega Rally 2 used Model 3.
Re:Sega Saturn Architecture – A practical analysis by mairusu on Tuesday March 26, 2024 @04:53PM (#39832721)
The goal was to prove to third-party developers that it was trivial to port an existing Windows game to Dreamcast. It was sort of a tech demo for the industry.

The end result though was… demonstrating the Windows CE overhead.